7.06.2008

Stubborn

Via a link on Jonathan Blow's blog today, I played through lo-fi indie game Flywrench. My clear time was 01:02:53. Which is kind of a miracle, and highlighted something odd about 'hardcore' gamers: we can't help but show computers who's boss.

It's weird! Flywrench is a sadistically difficult game, requiring perfect timing, some luck, and a whole lot of patience. To its designer's credit, the game allows you to instantly retry each time you fail, and fail I did-- hundreds of times certainly within that hour and two minutes, sometimes with infuriating frequency.

But I pushed on, determined, for some reason, to best the machine. The game is balanced and designed well enough that each time I failed, I acknowledged that it was my own fault-- my keypress wasn't precise enough, my analysis of the playfield's current state wasn't accurate enough, my understanding of the physics simulation wasn't clear enough. Each time I failed, even as the droning, dissonant soundtrack squealed in my ears, daring me to quit, my determination to master the inputs and pass the game's challenges grew.

And after an hour and two minutes of frustration and anxiety interrupted occasionally by glimpses of elation, I'd achieved what? I saw the credits. I received a readout of my completion time. I got an error message upon trying to close the executable. And it was over.

The graphics were sterile and abstract, functioning only on the symbolic level. The narrative was mildly surreal and led up to a kind of clever joke, but wasn't even a factor in why I was playing. It was the implicit challenge: man versus machine, me versus a digital, unknowing system of rules that didn't care whether I played it or not. But I had to finish the game, practically out of spite. I was proving to the game itself who was boss, or I guess in actuality I was proving to myself that I could do it. Because really, it was just between me and a bunch of numbers. Intellectually, I know that the game was tuned by a person to be just difficult enough to egg me on, but not quite to the point of being impossible. I was being manipulated. And it worked. I wasn't going to let this game kick my ass.

It's so absurd, I don't even know where the compulsion comes from! It's finishing Super Mario Bros. alone in your room at age 8, or completing some punishing, poorly-designed Sierra adventure on your IBM compatible, or 100-percenting Through the Fire and Flames on Expert. It's beating Contra without the 30 lives code, getting to the kill screen on Donkey Kong, finishing a Metal Gear Solid game without being detected, beating Ninja Gaiden on its hardest difficulty setting (or hell, beating the NES version at all,) or completing The Legend of Zelda without picking up any heart containers.

I can see it from the uninitiated viewer's perspective: why do you put yourself through all this anguish just to complete a video game? It doesn't sound like you're having fun. What's the point? Nobody's going to give you a medal, and it's sure not helping cure cancer. Don't people play games to relax?

I don't have a good answer. I don't know why, when this dumb little game pushed me down and stood over me, squelching its little noises and sending me back to the start of the level, I kept getting back up and trying again. But I did it, and I showed the program I'm better than the best it had to offer.

Why do we feel the need to beat the game? Because it's there.

This post is a contribution to Man Bytes Blog's Round Table, a monthly collection of game blog posts revolving around a chosen topic.


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