Press Restart To Try Again: Why Do We Love To Fail At Games?

<p>We all may hate losing at <a class&equals;"zem&lowbar;slink" title&equals;"Video Games" href&equals;"http&colon;&sol;&sol;www&period;break&period;com&sol;c&sol;pop-culture-videos&sol;video-games&sol;" target&equals;"&lowbar;blank" rel&equals;"break noopener noreferrer">video-games<&sol;a>&comma; but what would happen if we never lost to any of them&quest; Let’s paint a picture of who we are as gamers&period; Every day &lpar;including today&rpar;&comma; hundreds of millions of people around the world play video games&comma; and most of them will be pressing the start button continually as we speak&period; It’s safe to say that all of us have a deap-seated desire to win and feel victory flowing through our veins&comma; yet why do gamers choose to play games that they’re nearly certain they’re doomed to fail at&comma; or at least some of the time&period; There are an army of players dedicated to the <a class&equals;"zem&lowbar;slink" title&equals;"Dark Souls" href&equals;"http&colon;&sol;&sol;www&period;preparetodie&period;com&sol;" target&equals;"&lowbar;blank" rel&equals;"homepage noopener noreferrer">Dark Souls<&sol;a> and Super Meat Boys of the world&period; So it is that this paradox of failing speaks to our very strengths as it does who people are&period;<&sol;p>&NewLine;<p>This &OpenCurlyDoubleQuote;failure paradox” is the very reason why so many of us tend to scrounge up every jump scare of <a class&equals;"zem&lowbar;slink" title&equals;"Psycho &lpar;Collector's Edition&rpar;" href&equals;"http&colon;&sol;&sol;www&period;amazon&period;com&sol;Psycho-Collectors-Anthony-Perkins&sol;dp&sol;0783225849&percnt;3FSubscriptionId&percnt;3D0G81C5DAZ03ZR9WH9X82&percnt;26tag&percnt;3Dzem-20&percnt;26linkCode&percnt;3Dxm2&percnt;26camp&percnt;3D2025&percnt;26creative&percnt;3D165953&percnt;26creativeASIN&percnt;3D0783225849" target&equals;"&lowbar;blank" rel&equals;"amazon noopener noreferrer">Psycho<&sol;a>’s&comma; every <a class&equals;"zem&lowbar;slink" title&equals;"Studio Ghibli" href&equals;"http&colon;&sol;&sol;maps&period;google&period;com&sol;maps&quest;ll&equals;35&period;7031944444&comma;139&period;529138889&amp&semi;spn&equals;0&period;01&comma;0&period;01&amp&semi;q&equals;35&period;7031944444&comma;139&period;529138889 &lpar;Studio&percnt;20Ghibli&rpar;&amp&semi;t&equals;h" target&equals;"&lowbar;blank" rel&equals;"geolocation noopener noreferrer">Studio Ghibli<&sol;a> tear-jerker&comma; and every grim-faced <a class&equals;"zem&lowbar;slink" title&equals;"Breaking Bad" href&equals;"http&colon;&sol;&sol;www&period;tvduck&period;com&sol;Breaking-Bad&period;html" target&equals;"&lowbar;blank" rel&equals;"tvduck noopener noreferrer">Breaking Bad<&sol;a> episode we can&period; If these don’t sound like actual <a class&equals;"zem&lowbar;slink" title&equals;"Paradox" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Paradox" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">paradoxes<&sol;a> to the average reader&comma; it’s simply because we’re so used to their presence in our lives that we sometimes forget that they’re paradoxes at all&period; The dilemma is simple&colon; we genuinely try to avoid the uncomfortable emotions we get from our real life tragedies&period; So why do we so enthusiastically seek out these feeling in our art&comma; our stories&comma; and our games&quest;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05133502&sol;marioblog&period;jpg"><img class&equals;" wp-image-56861 aligncenter" alt&equals;"Mario Luigi Playing Video games" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05133502&sol;marioblog&period;jpg" width&equals;"800" height&equals;"465" &sol;><&sol;a><&sol;p>&NewLine;<p>That paradox can be best described by <a class&equals;"zem&lowbar;slink" title&equals;"Aristotle" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Aristotle" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">Aristotle’s<&sol;a> own term of <i>catharsis<&sol;i>&period; We live life with unpleasantness every day to some degree or another&semi; chores we hate doing and tasks left unattended&period; Experiencing fear&comma; anger&comma; regret all in a fictitious tragedy&comma; however&comma; allows us a freedom ordinarily not granted to us&colon; we can purge them from us on our own terms&comma; or better yet&comma; control them&period; The same can oddly not be said of video-games&period; Whenever we experience bone-crippling defeat&comma; falling into that ditch or forgetting to save&comma; we really are filled with the aftereffects of dejection&period; Games don’t purge these feelings from us&comma; rather&comma; they produce them in the first place&period;<&sol;p>&NewLine;<p>The easiest answer to give is that we simply enjoy failure within the world of gaming because &OpenCurlyDoubleQuote;they’re just games”&comma; without any serious consequences at hand&period; That’s true to an extent&comma; but it reemphasizes the powerful emotions we feel over video games&colon; The sailor words&comma; the playstation controllers dropped in front of us&period; They’re philosophy and art theories galore to explain the game paradox&comma; but what strikes this writer personally is that games measure a part of ourselves&period; You test yourself to discover a part of you that you didn’t know existed at no cost whatsoever&comma; hence&colon; video-games&period;<&sol;p>&NewLine;<p>Games promise us not the mere repair of our personal inadequacy&comma; but rebuilding and reshaping what feelings that are derived from them in the first place&period; Games are a meditative fountain of thought to me&comma; a mirror that I can see myself in&comma; amplified&comma; distorted&comma; and reconfigured within pixels and polygons able to reinterpret myself in accordance to the <a class&equals;"zem&lowbar;slink" title&equals;"Virtual world" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Virtual&lowbar;world" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">virtual world<&sol;a> around me&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05133517&sol;33650DARKSOULS&lowbar;001&period;jpg"><img class&equals;" wp-image-56860 aligncenter" alt&equals;"Dark Souls" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;02&sol;05133517&sol;33650DARKSOULS&lowbar;001&period;jpg" width&equals;"800" height&equals;"300" &sol;><&sol;a><&sol;p>&NewLine;<p>Why do some of us sit down to <a class&equals;"zem&lowbar;slink" title&equals;"Horror film" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Horror&lowbar;film" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">horror films<&sol;a>&quest; When we so willingly expose ourselves to what is genuinely terrifying scenery&comma; our experience is outmatched by the joy of discovering and conquering the fear of what we’ve witnessed&period; Horror is just a price we’re willing to pay to reach the thrill of learning from the monster&period;<&sol;p>&NewLine;<p>The failure paradox is what explain why &OpenCurlyDoubleQuote;gamification” so rarely works when corporations trying to motivate their employees&period; If failure is indeed the focal point of why we play games&comma; it’s clear why you can’t as easily make a game out of your job or schoolwork&period; The philosophical eccentricities of what makes video-games games is all too clear to the average office drone&colon; you can’t make a desk job of paperwork and voice mail engaging by including achievements and glowing user interfaces&period; When <a class&equals;"zem&lowbar;slink" title&equals;"Game mechanics" href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Game&lowbar;mechanics" target&equals;"&lowbar;blank" rel&equals;"wikipedia noopener noreferrer">game mechanics<&sol;a> become a part of our emotional clockwork&comma; capable of replicating life rather than mere tasks&comma; then the become something authored as well as tailored to the players sitting in front of them&period;<&sol;p>&NewLine;<div class&equals;"zemanta-pixie" style&equals;"margin-top&colon; 10px&semi; height&colon; 15px&semi;"><img class&equals;"zemanta-pixie-img" style&equals;"border&colon; none&semi; float&colon; right&semi;" alt&equals;"" src&equals;"http&colon;&sol;&sol;img&period;zemanta&period;com&sol;pixy&period;gif&quest;x-id&equals;031e44d8-d0e9-439b-b0e9-349045e7d8a5" &sol;><&sol;div>&NewLine;

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