I wrote some weeks back that revisiting Super Mario 64 with a guide was allowing me to work around the parts of it I found the most frustrating and I thought that this time I might actually persist long enough to beat Bowser. Well, I did do that, and I felt proud of myself for doing it, and then horrified at how proud I felt.
A long time ago, I wrote about how games can present fake achievement which can be abused by players in unhealthy ways. Someday I’d like to revisit this topic and discuss how fake achievement can be used in healthy ways.
For example, here’s an article about experiments showing that “meaningless rituals” can improve feelings of self-discipline and thereby improve actual self-control. Sometimes, going through defined steps and completing goals - even empty ones that accomplish nothing - make us feel like we can do things and we can then bring that motivation to our actual real-life goals.
Getting Over It with Bennett Foddy went fairly viral so you may already be well familiar with it. If so, feel free to skip down past both pictures; I’m going to spend the intervening paragraphs explaining what the game is and how it works.
Bennett Foddy is a connoisseur of frustration. His first hit game, QWOP, took the simple act of running and made it nearly impossible by wrapping it in a seemingly-straightforward four-button control scheme with each button dedicated to a thigh or calf muscle. He’s made a few other games along similar lines, but his latest work, Getting Over It with Bennett Foddy, takes things to a new level.
In December of 2012, I played a game called Little Inferno. My purchase followed that of my friend Iceman’s, and both were due to Chris Franklin’s video on the subject (warning, total spoilers):
(By the way, if you aren’t familiar with Chris Franklin’s work, I highly recommend you rectify this situation.)
The game isn’t perfect and one can argue over the price point for a 3-hour experience you’ll probably never revisit, but it stuck in my mind and left me thinking. The obvious reading of the game is an attack on freemium games of the time-and-money-sink variety. I think one could make a pretty strong argument that its themes apply to games or trivial entertainments in general. But for me, the game is about growing up.
I quit World of Warcraft in June of 2009. I quit hard. I donated my assets to the guild bank and deleted all of my characters. I didn’t want to leave the door open to come back. I wanted to burn it down and salt the earth.
A while back, I discussed my experiences with the dangers of fake achievement and its potential for abuse. I’d become addicted, and regularly played RPGs to feel good about myself - I allowed myself to glow in the praise directed at my characters for their world-saving heroics, when all I’d really done is hit the right buttons enough times. Once I figured this out, and realized it was preventing me from accomplishing anything real, I set about the lengthy task of recovery. Step one was a game accomplishment that required skill rather than patience - collecting all the emblems in Sonic Adventure DX.
The response to this essay was… mixed, to say the least.
There was one comment in particular that raised an interesting question, which I would like to address today.
When I was old enough to care whether I won or lost at games, but still too young to be any good at them, I decided RPGs were better than action games. After all, I could play Contra for hours and still be terrible at it - while if I played Dragon Warrior III for the same amount of time, my characters would gain levels and be much more capable of standing up to whatever threats they encountered. To progress in an action game, the player has to improve, which is by no means guaranteed - but to progress in an RPG, the characters have to improve, which is inevitable.
As I grew older, this conclusion lay dormant and unexamined in my mind. RPGs continued to be my favorite genre. I relished the opportunity to watch interesting, lovable characters develop and interact in epic storylines. (Comparatively interesting and lovable, anyway - say what you will about Cecil, but his quest for redemption revealed a lot more depth than Mega Man’s quest to shoot up some robots.) And I loved feeling like a hero. I saved the world in Final Fantasy IV, again in Lufia II, then again in Chrono Trigger.