Playing Without a Plan

Ask a child what they're making and the answer is often the most honest thing you'll hear about creative work: I don't know yet. The making and the knowing are simultaneous. The thing reveals itself in the process of being made rather than being made from a predetermined vision of what it should be. The play and the work are the same thing, and the question of whether it's serious doesn't arise because the question isn't relevant.

Ask most adult creative people what they're working on and the answer is almost always a project. Something with a name and a shape and a direction and an intended outcome. The play and the work have separated. The making without knowing has become uncomfortable in a way it wasn't when you were eight.

This piece is about recovering some of what was lost in that separation. Not by becoming childlike about the work in some sentimental way, but by understanding what genuine creative play offers that planned work doesn't, and by building practices of play back into a creative life that may have become entirely organized around projects and outcomes.

What Play Actually Is

Play has a technical definition in developmental psychology and related fields that's worth knowing because it clarifies what play is and what it isn't.

The psychologist Stuart Brown, who has spent decades researching play across species and human development, identifies several key features of genuine play that distinguish it from other activities. Play is apparently purposeless, meaning it's done for its own sake rather than for an external goal. It's voluntary, meaning you're doing it because you want to rather than because you have to. It involves a diminished sense of time, the quality of absorption where you look up and an hour has passed. It has improvisational potential, meaning it's open to the unexpected rather than locked into a predetermined script. And it produces the desire to continue rather than the desire to be finished.

By these criteria, most of what creative people call creative work is not actually play, even when it's enjoyable. Work on a project has a purpose, the completion of the project. It has varying degrees of voluntariness depending on the circumstances. It may or may not produce absorption. It's often locked into a predetermined script in the form of an outline or a plan. And it tends to produce the desire to be finished alongside or instead of the desire to continue.

Genuine creative play, by contrast, has no project. No outcome requirement. No quality criterion. No audience. No deadline. No plan. Just the making, for the sake of the making, with curiosity about what the making will produce rather than intention to produce a specific thing.

Why Adults Stop Playing

The developmental psychologist Alison Gopnik describes the shift from childhood to adulthood as a shift from exploration to exploitation. Children explore widely, playing with many possibilities, making many mistakes, following curiosity without knowing where it leads. Adults exploit, focusing their resources on the strategies that have worked, becoming more efficient and less exploratory over time.

This shift serves important functions. The adult who has developed genuine expertise, who has learned through long practice what works and what doesn't, can do things the exploring child can't. Mastery is real and it's worth having.

But the shift comes with costs. The adult expert in a creative form is more efficient at making things within the form and less willing to make things that might not work, that might be bad, that don't fit the form's conventions or the quality standards they've developed. The exploration that produced the expertise in the first place gets squeezed out by the expertise itself.

Play is the recovery of exploration. It's the deliberate creation of a space where the exploitation strategy, making things that fit the form and meet the standards, is suspended in favor of something more like the child's curious making without knowing.

What Play Produces That Work Doesn't

The case for creative play isn't just philosophical. It has practical dimensions that are worth understanding.

Play produces material that planned work can't predict. When you remove the quality criterion and the outcome requirement and the audience consideration and the professional stakes, the creative system produces different things than it produces under those constraints. Stranger things. More honest things. Things that surprise you because you weren't trying to produce anything in particular and the thing that came out wasn't what the professional creative mind would have made.

This material is often where the most original work comes from. The idea that's too strange to have been admitted into a planned project. The combination that would have been edited out of work under full critical scrutiny. The accident that turns out to be more interesting than any intention would have been. Play produces these because play allows them, and the planned work doesn't because the planned work filters them out.

Play also restores the intrinsic motivation that sustained planned work can deplete. The love of making, the desire to create for its own sake rather than for what the creation produces, tends to get diluted when all creative activity is directed toward professional outcomes. Play reconnects you to the making itself, to the specific pleasure of the creative process independent of what the process produces, and that reconnection tends to restore energy and enthusiasm that the project work has been drawing down.

And play maintains creative flexibility in ways that sustained focus on a single form or project doesn't. The creative mind that plays across different materials and approaches and with different kinds of problems stays more nimble than the one that specializes entirely. The flexibility developed in play tends to show up in the primary work as a greater range of available moves, more options when the standard approach isn't working, more ability to solve creative problems in unexpected ways.

The Obstacles to Play

If play produces these things, why is it so consistently absent from adult creative lives?

The guilt is the most immediate obstacle. The same permission problem that makes rest difficult makes play difficult for related reasons. Play looks like not working. It produces nothing that can be shown or sold or submitted. The time spent playing is time not spent on the project, and the project is what justifies the creative life in the productivity culture framework. Play therefore feels irresponsible, self-indulgent, the kind of thing you do when you've earned it rather than in the middle of a working day.

The quality standard is the second obstacle. Adult creative people have developed taste, the ability to perceive the gap between what they're making and what they could make. In play, where the quality criterion is suspended, this developed taste can feel like a curse. You make something and immediately perceive all the ways it's not good, and the perception kills the play before it has a chance to produce anything.

The audience is the third obstacle, even when the audience isn't present. The habit of imagining who will see the work and what they'll think of it is so ingrained in most creative people that it operates even in contexts where there's no actual audience. Playing without a plan requires playing without the imagined audience, and the imagined audience is hard to dislodge.

And the uncertainty is the fourth obstacle. Play without a plan is genuinely uncertain in ways that planned work isn't, and uncertainty is uncomfortable. Not knowing what you're making, not knowing if it's going anywhere, not knowing if the time is being well spent, these are the specific discomforts of play that the planned project avoids by providing predetermined answers to all of them.

What Play Looks Like for Adult Creatives

Play for adult creative people doesn't look identical to play for children, and trying to recapture the exact quality of childhood play is probably not possible or necessary. What's available is the adult version, which has some of the same essential features while being embedded in an adult life and an adult creative practice.

A creative session with no project and no outcome requirement. You sit down with the materials, whatever they are, and you make something without deciding in advance what you're making. You follow what's interesting. You allow what appears without immediately evaluating whether it's going anywhere. You stop when you want to stop rather than when you've hit a word count or finished a draft.

Work in materials you don't usually work in. The writer who draws. The painter who writes. The musician who makes collages. The specific freedom of incompetence in a material you don't usually work in is a form of play in itself, because you can't be professionally serious about work you have no professional stakes in.

Constrained experiments with no expectation of result. The piece written in a form you've never tried, following the constraint rather than planning the content. The image made entirely in a color you usually avoid. The piece made using only materials that happen to be in the room. Constraints can be a form of play when the constraint is chosen for interest rather than for what it will produce.

And making things specifically for yourself, with no intention of sharing. The journal that nobody reads. The sketch that goes straight in a drawer. The piece made for the pleasure of the making rather than for any audience. Removing the audience removes one of the most significant constraints on adult play, and the work made without any audience in mind often has a quality of honesty and freedom that the work made for an audience doesn't.

The Play Session

If you haven't played creatively in a while, the first few attempts tend to be awkward. The productive habits are strong. The quality evaluator shows up immediately. The uncertainty of not knowing what you're making is uncomfortable in ways that may make you want to give the session a direction before it has had time to find its own.

Sitting with the awkwardness rather than resolving it is part of the practice. The first ten minutes of a genuine play session often feel uncomfortable in ways that the first ten minutes of a project session don't, because the project session has a direction and the play session doesn't, and the brain in the absence of direction tends to generate discomfort before it generates anything else.

If you get through the first ten minutes without imposing a plan, something tends to shift. The discomfort diminishes. Something starts to appear that wasn't anticipated. The quality evaluator, starved of a standard to apply because there's no standard, quiets down somewhat. The making becomes more itself.

Starting with a very short time commitment helps. Not a full creative session of play, which the productive brain will resist, but twenty minutes. You can be in genuine uncertainty for twenty minutes. You can tolerate not knowing what you're making for twenty minutes. And twenty minutes of genuine creative play tends to produce something, even if the something is just the experience of having played, that makes the next twenty minutes more accessible.

What You Might Find

It's impossible to predict what genuine creative play will produce for you specifically, because the lack of prediction is the point. But creative people who have built play back into their practice after a long absence tend to describe some consistent discoveries.

Work that surprises them. The thing that appeared in the play session that they wouldn't have made under the full weight of professional intention. Sometimes this is genuinely interesting material that finds its way into the primary work. Sometimes it's just interesting, without being useful for anything in particular, which is also a valid outcome.

A restoration of the feeling of making that the project work had been depleting. The specific pleasure of the creative process independent of what it produces, which is easier to access in play than in work because play doesn't have the outcome to be oriented toward.

And sometimes the discovery of something they actually want to make that the project work had been obscuring. The genuine creative interest that had been buried under the professional creative activity. The thing they would make if they weren't already making the things they're supposed to be making.

This last discovery is both exciting and complicated. It means the play revealed something real. It also means there's now something that wants to be made that wasn't on the plan.

Follow it.

Previous
Previous

The Wandering Mind

Next
Next

The Permission to Stop