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I was playing Super Meat Boy last night, (while also
increasing my chances of getting carpal tunnel), and I am proud to say that I
am ranked number 124 out of over 94 thousand people on level 14 in stage
“Hell”. I stayed up all night replaying
the same level over and over again just to better my previous time by just
fractions of a second. But then it
struck me, what sort of thing promotes my mind into actually trying to beat
each level of this game with as low of a time as possible? Why do I continue to progress through a game
that makes me want to slam my head into a wall just so I can enjoy the
experience of going into a coma and wake up without any recollection of what
Super Meat Boy actually is? Is it
because every time I die in the game I undergo a better understanding of what
to do with certain elements of each level, thus continuing to learn while
failing? Or is it because, to me, the
game is a fight and, as a nerd, I have never won, albeit never been in a fight before, and that this game
makes me feel a small inkling of what being beat down by a flurry of punches
then rising to overcome an opponent must feel like, similar to what Rocky
Balboa underwent? I think it’s both, but
the former statement is where I want this conversation to head, so we’re going
to run with that. This game is so cruel,
so bitter, that it makes me want to throw my controller at the TV so hard for
the small hope that it would come out the other end of the developer’s PC and
smack him into the same world of pain and agony that I am currently imprisoned
in while playing. However, I keep
playing because I know that the puzzle I am locked in is, in fact,
POSSIBLE. It hits that perfect sweet
spot of being both frustrating and addicting because you know exactly what to
do and how to do it, it’s just a matter of implementing your thumbs to move at
the right second, or in this game’s case, millisecond. This is exactly what all games need to
implement into their design; a feeling of hope that there is a way, without the
metaphorical bars of cheap frustration that may cause a player to rage-quit too
soon. This is what our game needs to be
successful, and what it needs to keep a loyal, enraged fan-base. If we hit the same sweet spot Super Meat Boy
did with our game, I’ll be expecting to see numerous controllers eject out of
my computer screen targeting my head.
Let’s try to make it happen; I’m ready for the barrage.