Posts by Tag / bit.trip (2)


Rhythm and Readability: Why Bubsy: Paws on Fire! is the Best Bit.Trip Runner

Rhythm Games are For Flow

Why do people play rhythm games?

I don’t speak for everyone, but based on the comments I could find online, I think a lot of people share my reason: Rhythm games let us lose ourselves in music, and that feels good.

Musicians will tell you: when things are going well, making music puts you in a euphoric state of complete absorption. You are no longer aware of your own self as a separate entity, you’re one with the music. An anonymous composer put it this way:

“You are in an ecstatic state to such a point that you feel as though you almost don’t exist. I have experienced this time and again. My hand seems devoid of myself, and I have nothing to do with what is happening. I just sit there watching it in a state of awe and wonderment. And [the music] just flows out of itself.”

This quote was provided by Mihaly Csikszentmihalyi in his TED talk on “flow”. Flow is a popular term in games analysis, but in case you haven’t come across it before, here’s a brief summary: “flow” is a term coined and popularized by Csikszentmihalyi to refer to a particular mental and emotional state of being “in the zone”. It’s a form of focus that allows for continual high-level performance without conscious thought. Researchers studying this state in musicians have described it as “effortless attention.”


Real Games Have Curves: Welcome to the Competence Zone

Let’s make a graph. The horizontal axis is player skill. On the far left is no skill - just random button-pushing. On the far right is perfect video game godhood, always doing exactly the correct thing at the correct time in the correct way. The first time you play a game, you’ll probably be somewhere in the middle - farther right if you’re a veteran gamer, farther left if you’re a novice. As you play the game, and learn its mechanics, you’ll trend right as you get better.

The vertical axis is performance level. At the very bottom is complete failure - game over as quickly as possible, not achieving any of the game’s goals. Farther up is the passing line, separating failure below from success above. The line itself is a performance level of just barely passing a challenge - surviving the boss fight with one hit point left, clearing the race course just before the clock runs out, and so on. And at the very top of the axis is absolute perfect performance - winning by the largest margin possible.

Now we can chart the performance levels achievable with a particular amount of player skill: the “skill curve” for a given challenge.