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** Going off of the above example, Creator/StevenSpielberg has a performer ethos compared to the technician mindset of his friend Creator/StanleyKubrick. Compare Kubrick's cerebral, visually dramatic, detached ''Film/TwoThousandOneASpaceOdyssey'' to Spielberg's equally visually dramatic but warmer and more emotionally resonant ''Film/JurassicPark''. Both deal with similar themes regarding the potential consequences of modern science and technological innovation, but are handled totally differently.

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** Going off of the above example, Creator/StevenSpielberg has a performer ethos compared to the technician mindset of his friend Creator/StanleyKubrick. Compare Kubrick's cerebral, visually dramatic, detached ''Film/TwoThousandOneASpaceOdyssey'' to Spielberg's equally visually dramatic but warmer and more emotionally resonant ''Film/JurassicPark''.''Film/JurassicPark1993''. Both deal with similar themes regarding the potential consequences of modern science and technological innovation, but are handled totally differently.
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* The UsefulNotes/{{Academy Award}}s for 2013 see two front runners emerge: the moving story of ''Film/TwelveYearsASlave'', featuring excellent performances, heavily favoured by the actors and writers, and the technical masterpiece ''Film/{{Gravity}}'', boasting the best visual effects and use of 3D seen to date. Important to note that ''12 Years'' features a large star-studded cast, whereas ''Gravity'' merely has [[MinimalistCast 3 actors and 3 voices, with the majority of the work being done by the crew]]. ''Gravity'' won 7 awards (Best Director, Best Cinematography, Film Editing, Sound Editing, Visual Effects, Best Original Score and Sound Mixing), but ''12 Years'' took home Best Supporting Actress, Best Adapted Screenplay and the grand prize, Best Picture.

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* The UsefulNotes/{{Academy MediaNotes/{{Academy Award}}s for 2013 see two front runners emerge: the moving story of ''Film/TwelveYearsASlave'', featuring excellent performances, heavily favoured by the actors and writers, and the technical masterpiece ''Film/{{Gravity}}'', boasting the best visual effects and use of 3D seen to date. Important to note that ''12 Years'' features a large star-studded cast, whereas ''Gravity'' merely has [[MinimalistCast 3 actors and 3 voices, with the majority of the work being done by the crew]]. ''Gravity'' won 7 awards (Best Director, Best Cinematography, Film Editing, Sound Editing, Visual Effects, Best Original Score and Sound Mixing), but ''12 Years'' took home Best Supporting Actress, Best Adapted Screenplay and the grand prize, Best Picture.



* UsefulNotes/{{Television}} in TheFifties had two major players in comedy: Creator/LucilleBall (''Series/ILoveLucy'') and Creator/JackieGleason (''Series/TheHoneymooners''). While both were actors and thus performers to an extent, the differences were in their approach: Ball was firmly on the "Technician" side, rehearsing extensively, almost ''incessantly'', before shooting, always sticking tightly to the script and almost never improvising. She was also known to be quite serious, even dour, in her private life, firmly believing that she was only funny because her character was ''written'' that way. Gleason was much more of a "Performer", disliking rehearsals (the rest of the ''Honeymooners'' cast often rehearsed without him) and frequently improvising. He was also a much more jovial, jocular personality when the cameras were off (although he had his demons).

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* UsefulNotes/{{Television}} MediaNotes/{{Television}} in TheFifties had two major players in comedy: Creator/LucilleBall (''Series/ILoveLucy'') and Creator/JackieGleason (''Series/TheHoneymooners''). While both were actors and thus performers to an extent, the differences were in their approach: Ball was firmly on the "Technician" side, rehearsing extensively, almost ''incessantly'', before shooting, always sticking tightly to the script and almost never improvising. She was also known to be quite serious, even dour, in her private life, firmly believing that she was only funny because her character was ''written'' that way. Gleason was much more of a "Performer", disliking rehearsals (the rest of the ''Honeymooners'' cast often rehearsed without him) and frequently improvising. He was also a much more jovial, jocular personality when the cameras were off (although he had his demons).



* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ning (technicians). While there are plenty of people who can do both, personality is much more important for Let's Players/Streamers as the basis of their brand, whereas for pro gamers and speedrunners, skill is paramount.

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* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming MediaNotes/ProfessionalGaming and {{Speedrun}}ning (technicians). While there are plenty of people who can do both, personality is much more important for Let's Players/Streamers as the basis of their brand, whereas for pro gamers and speedrunners, skill is paramount.

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* The Battle of Waterloo pitted Napoleon, the intuitive and brilliant genius of his age who grasped tactics like breathing (the Performer) vs. Wellington, the rigorous and methodical professional soldier (the Technician). [[UnderestimatingBadassery Napoleon met his match]].

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* The UsefulNotes/ItalianWars pitted the French (Performers) against the Spaniards (Technician). The French had a very traditional, almost ritualistic medieval style of warfare which emphasized heavy cavalry and direct charges, a style in which they were admittedly good, but which had never really been challenged by a distinctly different approach. Meanwhile, the Spaniards had just won a long series of low-resource wars against the Moors and themselves in the Iberian Peninsula, and therefore had emerged with an excellence in trickery, ambushes, and maximizing efficiency over tradition. The best clash of styles was Cerignola, where UsefulNotes/GonzaloFernandezDeCordoba lured the proud Louis d'Armagnac into leading a cavalry charge against an entrenched position full of arquebusiers, which ended about as well for the French as you can imagine.
* The Battle of Waterloo pitted Napoleon, UsefulNotes/NapoleonBonaparte, the intuitive and brilliant genius of his age who grasped tactics like breathing (the Performer) vs. Wellington, UsefulNotes/TheDukeOfWellington, the rigorous and methodical professional soldier (the Technician). [[UnderestimatingBadassery Napoleon met his match]].
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* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (although he recovered some reputation with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field at id until 2013 and as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] between 2013 and 2022.
* When it comes to hardware, the UsefulNotes/PCVsConsole debate reflects this dichotomy. Gamer PC users are the technicians, as the keyboard-mouse combo is harder to understand than the controller but allows many possibilities, they can [[GameMod customize their games]] the way they want, and their lowest configuration makes games look better than the most powerful console, but it's also more expensive, and if they can optimize their hardware, they still have to change the whole machine over time, notably because the non-video game software still requires newer machines to work. On the other hand, console users don't have this freedom nor power, but their games are automatically optimized, their controllers are easier to understand than the keyboard-mouse combo, the most powerful console is still cheaper than the lowest gamer PC, and even ten, twenty or more years later, their machine is still playable either because it doesn't have hardware, because it's limited and non-intrusive, or because the last update is well-crafted for remaining users.
** On consoles themselves, Creator/{{Nintendo}} has a reputation as a performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole competing with PC standards]], but also narrative games and new technologies for the former (the [[UsefulNotes/PlayStation4 PlayStation VR]] and the [[UsefulNotes/PlayStation5 Dual Sense]] controller are good examples of this), and multimedia support and crossplay for the latter (the [[Creator/XboxGameStudios Game Pass]] almost makes Microsoft straddle the divide), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS dual screen and touch-screen]], [[UsefulNotes/{{Wii}} motion controls]], [[UsefulNotes/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.

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* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (although he recovered some reputation with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field at id until 2013 and as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] Platform/{{Oculus|Rift}} VR between 2013 and 2022.
* When it comes to hardware, the UsefulNotes/PCVsConsole MediaNotes/PCVsConsole debate reflects this dichotomy. Gamer PC users are the technicians, as the keyboard-mouse combo is harder to understand than the controller but allows many possibilities, they can [[GameMod customize their games]] the way they want, and their lowest configuration makes games look better than the most powerful console, but it's also more expensive, and if they can optimize their hardware, they still have to change the whole machine over time, notably because the non-video game software still requires newer machines to work. On the other hand, console users don't have this freedom nor power, but their games are automatically optimized, their controllers are easier to understand than the keyboard-mouse combo, the most powerful console is still cheaper than the lowest gamer PC, and even ten, twenty or more years later, their machine is still playable either because it doesn't have hardware, because it's limited and non-intrusive, or because the last update is well-crafted for remaining users.
** On consoles themselves, Creator/{{Nintendo}} has a reputation as a performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: MediaNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole [[MediaNotes/PCVsConsole competing with PC standards]], but also narrative games and new technologies for the former (the [[UsefulNotes/PlayStation4 [[Platform/PlayStation4 PlayStation VR]] and the [[UsefulNotes/PlayStation5 [[Platform/PlayStation5 Dual Sense]] controller are good examples of this), and multimedia support and crossplay for the latter (the [[Creator/XboxGameStudios Game Pass]] almost makes Microsoft straddle the divide), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS ([[Platform/NintendoDS dual screen and touch-screen]], [[UsefulNotes/{{Wii}} [[Platform/{{Wii}} motion controls]], [[UsefulNotes/{{WiiU}} [[Platform/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch [[Platform/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.

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* In political campaigns, it often comes down to a charismatic candidate with a voice and a vision, against a more reserved individual who focuses on in the nitty-gritty of policies. Often as not, the candidate who cultivates a stronger gut reaction from voters will win the election. UsefulNotes/JohnFKennedy vs UsefulNotes/RichardNixon is a fairly famous example.

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* In political campaigns, it often comes down to a charismatic candidate with a voice and a vision, against a more reserved individual who focuses on in the nitty-gritty of policies. Often as not, the candidate who cultivates a stronger gut reaction from voters will win the election.
**
UsefulNotes/JohnFKennedy vs UsefulNotes/RichardNixon is a fairly famous example. example, especially regarding their televised presidential debate (the first of its kind in U.S. history). Kennedy wore a dark suit (to better contrast the set) and took extra time to rest before the debate, while Nixon wore a more neutral gray that blended into the background and pushed through despite being sick and overworked due to his attempt to visit every state before voting day. As such, everyone watching was impressed by the comfortable Kennedy (Performer) and underwhelmed by the flustered Nixon (Technician). Interestingly, people who listened to the debate on the radio invariably ranked ''Nixon'' as the winner, because he gave much better answers to the questions asked; Kennedy's appeal to the visual medium and subsequent performance won him the day.
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** Also Creator/GeorgeLucas and mentor/friend Creator/FrancisFordCoppola, a more emotional director who (as opposed to Lucas) loved working with actors. After the box office failure of Lucas' first feature, the cold science ficton {{Dystopia}} film ''Film/THX1138'', Coppola challenged Lucas to do a warmer, more human movie, so Lucas made ''Film/AmericanGraffiti'' a semi-autobiographical ComingOfAge comedy to prove he could, and it became a hit.

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** Also Creator/GeorgeLucas and mentor/friend Creator/FrancisFordCoppola, a more emotional director who (as opposed to Lucas) loved working with actors. After the box office failure of Lucas' first feature, the cold science ficton fiction {{Dystopia}} film ''Film/THX1138'', Coppola challenged Lucas to do a warmer, more human movie, so Lucas made ''Film/AmericanGraffiti'' a semi-autobiographical ComingOfAge comedy to prove he could, and it became a hit.

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* In Spain, at TheCavalierYears, Miguel de Cervantes was a technician, [[HardWorkHardlyWorks mediocre playwright and poet ]][[WideEyedIdealist that wanted to establish rules in playwriting so every author in Spain could publish without fear of being arrested and set a standard for quality in entertainment]]. Felix Lope de Vega, the performer, was an [[TheAce accomplished natural poet and incredible successful playwright]] who was convinced ViewersAreMorons and that they must create art with LowestCommonDenominator because [[MoneyDearBoy that is what the public wants]]. (He stated it in verse, it’s awesome). [[AlwaysSomeoneBetter Cervantes had serious disagreements with Lope de Vega that at the time seemed pure envy]]. Cervantes died in poverty and oblivion, while Lope de Vega was always popular and loved. Now Lope de Vega is recognized as one of Spain’s TheCavalierYears geniuses, while Cervantes has been VindicatedByHistory by an interesting experiment he did: the first modern novel, ''Literature/DonQuixote''.* Among ScienceFiction writers, those with harder-science inclinations tend to be Technicians who are most interested in using their fiction to make a legitimate contribution to scientific theory. Those on the softer side tend to be Performers who just want to use the [[Administrivia/TropesAreTools tropes]] of ScienceFiction in interest of telling a well-crafted story. A fine example of the former is Creator/IsaacAsimov; of the latter, Creator/RayBradbury.

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* In Spain, at TheCavalierYears, Miguel de Cervantes was a technician, [[HardWorkHardlyWorks mediocre playwright and poet ]][[WideEyedIdealist that wanted to establish rules in playwriting so every author in Spain could publish without fear of being arrested and set a standard for quality in entertainment]]. Felix Lope de Vega, the performer, was an [[TheAce accomplished natural poet and incredible successful playwright]] who was convinced ViewersAreMorons and that they must create art with LowestCommonDenominator because [[MoneyDearBoy that is what the public wants]]. (He stated it in verse, it’s awesome). [[AlwaysSomeoneBetter Cervantes had serious disagreements with Lope de Vega that at the time seemed pure envy]]. Cervantes died in poverty and oblivion, while Lope de Vega was always popular and loved. Now Lope de Vega is recognized as one of Spain’s TheCavalierYears geniuses, while Cervantes has been VindicatedByHistory by an interesting experiment he did: the first modern novel, ''Literature/DonQuixote''.''Literature/DonQuixote''.
* Among ScienceFiction writers, those with harder-science inclinations tend to be Technicians who are most interested in using their fiction to make a legitimate contribution to scientific theory. Those on the softer side tend to be Performers who just want to use the [[Administrivia/TropesAreTools tropes]] of ScienceFiction in interest of telling a well-crafted story. A fine example of the former is Creator/IsaacAsimov; of the latter, Creator/RayBradbury.
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* Creator/GeorgeLucas and Creator/StevenSpielberg. When making the original ''Franchise/StarWars'' films, it was clear to all involved that Lucas was more invested in getting the technical details right first, and crafting an emotionally resonant story second, his constant revisions of the original trilogy has borne this out. Spielberg, while a gifted technician in his own right, is chiefly interested in pulling out all the stops to wrench the emotions of his audience. Their collaborations on ''Franchise/IndianaJones'' shows both their approaches at work.

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* Creator/GeorgeLucas and Creator/StevenSpielberg. When making the original ''Franchise/StarWars'' films, it was clear to all involved that Lucas was more invested in getting the technical details right first, and crafting an emotionally resonant story second, second; his constant revisions of the original trilogy has borne this out. Spielberg, while a gifted technician in his own right, is chiefly interested in pulling out all the stops to wrench the emotions of his audience. Their collaborations on ''Franchise/IndianaJones'' shows both their approaches at work.
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* Automated Production (Technician) vs. Hand Craft (Performer). A robotic production line can make incredibly precise items rapidly and generally wins, however hand crafting has a "personal" and "unique" feel about it that lets someone think less about paying higher amounts for a (generally) lower quality item if it's man made. Even then, certain product benefit better from one method more than the other.

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* Automated Production (Technician) vs. Hand Craft (Performer). A robotic production line can make incredibly precise items rapidly and generally wins, however hand crafting has a "personal" and "unique" feel about it that lets someone think less about paying higher amounts for a (generally) lower quality item if it's man made. Even then, certain product products benefit better from one method more than the other.
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** As for other outsider animators of the time, Creator/RichardWilliams was even more of a technician than Bluth, animating almost exclusively on ones as he got more experienced and spending 30 years of his life trying to make [[WesternAnimation/TheThiefAndTheCobbler a movie]] that would push analog 2D animation to its absolute limit, being unconcerned if these scenes of technical prowess actually contributed to the story or characters, so long as it showed off the animators' skills.
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* Disney's two biggest competitors in the animated film market during the 70's and 80's, Creator/RalphBakshi and Creator/DonBluth, with the former being the performer and the latter being the technician. Bakshi made films with mostly very small budgets and teams, often resorting to techniques he wasn't very fond of like rotoscoping to get them out the door, but to him, the animation wasn't as important as the social critiques or the atmosphere, not caring if the unconventional narrative structures or adult content was off-putting to people. Bluth, meanwhile, left Disney with the express purpose of making new animated films that matched the technical achievements of the old Disney movies before Walt's death, and they were made in such a way as to appeal to all audiences, even with the NightmareFuel and TearJerker moments throughout.

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moved example


* Automated Production (Technician) vs. Hand Craft (Performer). A robotic production line can make incredibly precise items rapidly and generally wins, however hand crafting has a "personal" and "unique" feel about it that lets someone think less about paying higher amounts for a (generally) lower quality item if it's man made. Even then, certain product benefit better from one method more than the other.


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* Automated Production (Technician) vs. Hand Craft (Performer). A robotic production line can make incredibly precise items rapidly and generally wins, however hand crafting has a "personal" and "unique" feel about it that lets someone think less about paying higher amounts for a (generally) lower quality item if it's man made. Even then, certain product benefit better from one method more than the other.
Is there an issue? Send a MessageReason:
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* Among writers in general "plotters" and "pantsers" could be considered technicians and performers, respectively. "Plotters" prefer to write out an outline and compose character profiles before starting on the story, while those who write "by the seat of their pants" tend to just sit down and make it up as they go. Pantsers might be prone to wandering off on tangents or developing {{Plot Tumor}}s as they work, necessitating a good editor or a rudimentary outline to keep things on track.

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* Among writers in general "plotters" and "pantsers" could be considered technicians and performers, respectively. "Plotters" prefer to write out an outline and compose character profiles before starting on the story, while those who write "by the seat of their pants" tend to just sit down and make it up as they go. Pantsers might be prone to wandering off on tangents or developing {{Plot Tumor}}s as they work, necessitating a good editor or a rudimentary outline to keep things on track.track, whereas planner stories bear the risk of dying even before any drafts are begun because the writer doesn't know how to get the plot from Point A to Point B and refuses to wing a solution.
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* In terms of illustrative painting, [[https://goddamnshinyrock.tumblr.com/post/161883217020/someone-in-the-notes-of-the-last-leyendecker-post look no further than J.C Leyendecker verses Norman Rockwell]]. Both highly respected painters who created cover illustrations for the Saturday evening post, Leyendecker was a Technician who'd do practice painting after practice painting to prep for the finished piece while the Performer Rockwell would copy photo compositions to achieve his pieces. In the end Leyendecker would come out with [[https://78.media.tumblr.com/778b553e2da01e36e85ea94480443a30/tumblr_inline_ormolhd5MY1qg36bn_500.jpg idealized paintings that established superior technical style but often felt less personable]]. Rockwell's by comparison used his artistic knowledge to craft [[https://78.media.tumblr.com/1b62c16dfcf55f509b0e70a27e5fef72/tumblr_inline_ormon3iIK51qg36bn_500.jpg intimate and human paintings at the expense of technical skill]]. In the end, the masses regard Rockwell more than Leyendecker for creating quintessential American Icons, while most studying the arts say the inverse with many an artist praising Leyendecker for his technical genius.

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* In terms of illustrative painting, [[https://goddamnshinyrock.tumblr.com/post/161883217020/someone-in-the-notes-of-the-last-leyendecker-post look no further than J.C Leyendecker than]] Creator/JCLeyendecker verses Norman Rockwell]].Creator/NormanRockwell. Both highly respected painters who created cover illustrations for the Saturday evening post, Leyendecker was a Technician who'd do practice painting after practice painting to prep for the finished piece while the Performer Rockwell would copy photo compositions to achieve his pieces. In the end Leyendecker would come out with [[https://78.media.tumblr.com/778b553e2da01e36e85ea94480443a30/tumblr_inline_ormolhd5MY1qg36bn_500.jpg idealized paintings that established superior technical style but often felt less personable]]. Rockwell's by comparison used his artistic knowledge to craft [[https://78.media.tumblr.com/1b62c16dfcf55f509b0e70a27e5fef72/tumblr_inline_ormon3iIK51qg36bn_500.jpg intimate and human paintings at the expense of technical skill]]. In the end, the masses regard Rockwell more than Leyendecker for creating quintessential American Icons, while most studying the arts say the inverse with many an artist praising Leyendecker for his technical genius.
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corrected typo


* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ning (technicians). While there are plenty of people who can do both, personality is much more important for Let's Players/Steamers as the basis of their brand, whereas for pro gamers and speedrunners, skill is paramount.

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* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ning (technicians). While there are plenty of people who can do both, personality is much more important for Let's Players/Steamers Players/Streamers as the basis of their brand, whereas for pro gamers and speedrunners, skill is paramount.
Is there an issue? Send a MessageReason:
corrected typo


* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ing (technicians). While there are plenty of people who can do both, personality is much more important for Let's Players/Steamers as the basis of their brand, whereas for pro gamers and speedrunners, skill is paramount.

to:

* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ing {{Speedrun}}ning (technicians). While there are plenty of people who can do both, personality is much more important for Let's Players/Steamers as the basis of their brand, whereas for pro gamers and speedrunners, skill is paramount.
Is there an issue? Send a MessageReason:
added commas


* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ing (technicians). While there are plenty of people who can do both personality is much more important for Let's Players/Steamers as the basis of their brand whereas for pro gamers and speedrunners, skill is paramount.

to:

* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ing (technicians). While there are plenty of people who can do both both, personality is much more important for Let's Players/Steamers as the basis of their brand brand, whereas for pro gamers and speedrunners, skill is paramount.
Is there an issue? Send a MessageReason:
mentioned speedrunning (technicians)


* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming (technicians). While there are plenty of people who can do both personality is much more important for Let's Players/Steamers as the basis of their brand whereas for pro gamers skill is paramount.

to:

* With VideoGames this is often the difference between LetsPlay or Streaming (performers) and UsefulNotes/ProfessionalGaming and {{Speedrun}}ing (technicians). While there are plenty of people who can do both personality is much more important for Let's Players/Steamers as the basis of their brand whereas for pro gamers and speedrunners, skill is paramount.
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* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (even if he recovered a bit with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field at id until 2013 and as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] between 2013 and 2022.

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* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (even if (although he recovered a bit some reputation with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field at id until 2013 and as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] between 2013 and 2022.
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* In the early days of Creator/{{Disney}}, the brothers Walt and Roy were the performer and the technician, respectively. Walt handled the creative side of the company while Roy handled the business side.
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** On consoles themselves, Creator/{{Nintendo}} has a reputation as a performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole competing with PC standards]], but also narrative games for the former (an investment which goes further with the [[UsefulNotes/PlayStation5 Dual Sense]] controller) and multimedia support for the latter (Microsoft can be considered an in-between since the [[Creator/XboxGameStudios Game Pass]] offer which makes games playable on almost any modern technology, while Sony goes more and more on the technician side as explained above), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS dual screen and touch-screen]], [[UsefulNotes/{{Wii}} motion controls]], [[UsefulNotes/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.

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** On consoles themselves, Creator/{{Nintendo}} has a reputation as a performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole competing with PC standards]], but also narrative games and new technologies for the former (an investment which goes further with (the [[UsefulNotes/PlayStation4 PlayStation VR]] and the [[UsefulNotes/PlayStation5 Dual Sense]] controller) controller are good examples of this), and multimedia support and crossplay for the latter (Microsoft can be considered an in-between since the (the [[Creator/XboxGameStudios Game Pass]] offer which makes games playable on almost any modern technology, while Sony goes more and more on makes Microsoft straddle the technician side as explained above), divide), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS dual screen and touch-screen]], [[UsefulNotes/{{Wii}} motion controls]], [[UsefulNotes/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.
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* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (even if he recovered a bit with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] between 2013 and 2022.

to:

* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (even if he recovered a bit with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field at id until 2013 and as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] between 2013 and 2022.
Is there an issue? Send a MessageReason:
None


* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (even if he recovered a bit with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] until 2022.

to:

* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'' (even if he recovered a bit with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] until between 2013 and 2022.
Is there an issue? Send a MessageReason:
None


* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack is the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'', while Carmack's career has quietly continued to blossom in the tech field.

to:

* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician): Carmack is was the background [[SugarWiki/GeniusProgramming genius programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is (in)famous for and became the face of Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. This backfired on Romero overtime, as even if he is the more famous of the two, nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'', ''VideoGame/{{Daikatana}}'' (even if he recovered a bit with ''VideoGame/{{Sigil}}''), while Carmack's career has quietly continued to blossom in the tech field.field as the [=CEO=] of [[UsefulNotes/OculusRift Oculus VR]] until 2022.



** On consoles themselves, Creator/{{Nintendo}} has a reputation to be the performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole competing with PC standards]], but also narrative games for the former (an investment which goes further with the [[UsefulNotes/PlayStation5 Dual Sense]] controller) and multimedia support for the latter (Microsoft can be considered an in-between since the [[Creator/XboxGameStudios Game Pass]] offer which makes games playable on almost any modern technology, while Sony goes more and more on the technician side as explained above), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS dual screen and touch-screen]], [[UsefulNotes/{{Wii}} motion controls]], [[UsefulNotes/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.

to:

** On consoles themselves, Creator/{{Nintendo}} has a reputation to be the as a performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole competing with PC standards]], but also narrative games for the former (an investment which goes further with the [[UsefulNotes/PlayStation5 Dual Sense]] controller) and multimedia support for the latter (Microsoft can be considered an in-between since the [[Creator/XboxGameStudios Game Pass]] offer which makes games playable on almost any modern technology, while Sony goes more and more on the technician side as explained above), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS dual screen and touch-screen]], [[UsefulNotes/{{Wii}} motion controls]], [[UsefulNotes/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.
Is there an issue? Send a MessageReason:
None


* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician). Carmack is genius programmer responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is infamous for. Romero became the face of the company while Carmack stayed in the background. Eventually the two split over creative differences of how they wanted to design games, for example Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. In the end Carmack won, Romero is the more famous of the two, but nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'', while Carmack's career has quietly continued to blossom in the tech field.

to:

* The two most important creators of ''VideoGame/{{Doom}}'' were Creator/JohnRomero (performer) and Creator/JohnCarmack (technician). (technician): Carmack is the background [[SugarWiki/GeniusProgramming genius programmer programmer]] responsible for all the technical achievements ''Doom'' pulled off, while Romero was the one who came up with the RatedMForManly-cum-DeathMetal-cum-{{Gorn}} aesthetic the series is infamous for. Romero (in)famous for and became the face of the company while Carmack stayed in the background. Eventually Creator/IdSoftware; eventually the two split over creative differences of how they wanted to design games, for example as Romero wanted bigger and flashier games while Carmack firmly believed in the ExcusePlot. In the end Carmack won, This backfired on Romero overtime, as even if he is the more famous of the two, but nowadays he is well known for the disaster that was his pet project ''VideoGame/{{Daikatana}}'', while Carmack's career has quietly continued to blossom in the tech field.
Is there an issue? Send a MessageReason:
None


** On consoles themselves, Creator/{{Nintendo}} has a reputation to be the performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole competing with PC standards]], but also narrative games for the former (an investment which goes further with the [[UsefulNotes/PlayStation5 Dual Sense]] controller) and multimedia support for the latter (Microsoft can be considered an in-between since the [[Creator/XboxGameStudios Game Pass]] offer which makes games playable on almost any modern technology, while Sony goes more and more on the technician side as explained above), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS touch-screen]], [[UsefulNotes/{{Wii}} motion control]], [[UsefulNotes/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.

to:

** On consoles themselves, Creator/{{Nintendo}} has a reputation to be the performer competing against technicians, especially since UsefulNotes/TheSeventhGenerationOfConsoleVideoGames: while Creator/{{Sony}} and Creator/{{Microsoft}} focus on powerful hardware [[UsefulNotes/PCVsConsole competing with PC standards]], but also narrative games for the former (an investment which goes further with the [[UsefulNotes/PlayStation5 Dual Sense]] controller) and multimedia support for the latter (Microsoft can be considered an in-between since the [[Creator/XboxGameStudios Game Pass]] offer which makes games playable on almost any modern technology, while Sony goes more and more on the technician side as explained above), Nintendo instead makes consoles which use the full potential of "outdated" hardware, games which either have an ExcusePlot or integrate it well to the gameplay, and on easily noticeable innovations ([[UsefulNotes/NintendoDS dual screen and touch-screen]], [[UsefulNotes/{{Wii}} motion control]], controls]], [[UsefulNotes/{{WiiU}} asymetric gameplay]] and [[UsefulNotes/NintendoSwitch the former two on a hybrid handheld-console system]]) to renew this same gameplay.
Is there an issue? Send a MessageReason:
None


* When it comes to hardware, the UsefulNotes/PCVsConsole debate reflects this dichotomy. Gamer PC users are the technicians, as their configuration depends on their budget and their knowledge, they can [[GameMod customize their games]] the way they want, and their lowest configuration makes games look better than the most powerful console, but it's also more expensive, and if they can optimize their hardware, they still have to change the whole machine over time, notably because the non-video game software still requires newer machines to work. On the other hand, console users don't have this freedom nor power, but their games are automatically optimized, their controllers are easier to understand than the keyboard-mouse combo, the most powerful console is still cheaper than the lowest gamer PC, and even ten, twenty or more years later, their machine is still playable.

to:

* When it comes to hardware, the UsefulNotes/PCVsConsole debate reflects this dichotomy. Gamer PC users are the technicians, as their configuration depends on their budget and their knowledge, the keyboard-mouse combo is harder to understand than the controller but allows many possibilities, they can [[GameMod customize their games]] the way they want, and their lowest configuration makes games look better than the most powerful console, but it's also more expensive, and if they can optimize their hardware, they still have to change the whole machine over time, notably because the non-video game software still requires newer machines to work. On the other hand, console users don't have this freedom nor power, but their games are automatically optimized, their controllers are easier to understand than the keyboard-mouse combo, the most powerful console is still cheaper than the lowest gamer PC, and even ten, twenty or more years later, their machine is still playable.playable either because it doesn't have hardware, because it's limited and non-intrusive, or because the last update is well-crafted for remaining users.

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