In The Art of Failure I ask: why do we do it? Why do we play video games even though they make us unhappy? The Art of Failure discusses the many possible explanations of this paradox, and while I propose an answer to the problem, the journey itself is meant to offer a new explanation of what it is that games do. The book combines personal confessions about failure with philosophy, game design analysis, psychology and fiction theory.
Through fiction, we can feel that we are smart and successful, and stories politely refrain from challenging that belief. Games call our bluff and let us know that we failed.
No longer can the player hover detachedly (and safely!) over a little stick figure while it struggles and dies within a Nazi nightmare. Id has put the player inside the head of Our Hero, now named B.J.Blazkowicz, where s/he will see first hand what it’s like to tip-toe cautiously past daydreaming guards, to sprint frantically out of a stream of lead, and to machine gun an advancing SS Trooper in bloody detail. In Wolfenstein 3D, the player is ‘there’ like no game I’ve ever played.
I blamed Patapon: I searched for a solution, and I used the fact that many players had experienced the same problem as an argument for attributing my failure to a flaw in the game design, rather than a flaw with my skills. As it happens, we are a self-serving species, more likely to deny responsibility when we fail than when we succeed.
Carlsen wasn’t thinking about being the best, he recalled: ‘I was just enjoying the game, really. I don’t think I’ve ever really been much into setting myself these goals. It hasn’t been necessary. I mean, just playing the game has been enough for me.
I had been pushing the mantra for a long time that we need to make Normal or Veteran difficulty basically an ‘I want to see the cinematics’ mode, an ‘I want to see the story’ mode, and the player can get through it and it shouldn’t be that difficult. But very, very late in development all the team was playing the game and they were coming back saying “yeah… it’s fun. But it’s pretty easy.” And I started to get kinda worried.
On the one hand you’ve got all these developers who are super-hardcore XCOM players, but then on the other hand I was ‘if we don’t make the game hard, a lot of the design systems don’t engage.’ If the player isn’t put under pressure, then on the strategy layer a lot of things don’t kick in. The player just doesn’t have to engage with the systems.