In “Fear of Failing? The Many Meanings of Difficulty in Video Games,”Juul locates three distinct types of player failures, (1) Energy punishment, (2) Life punishment, and (3) Setback punishment. The most direct theory of failure, referred to as “the simplest theory of failure” by scholar Jesper Juul, is that failure contrasts winning to enhance the experience of winning. ![]() ![]() My examination of failure builds on current theories of failure within game studies field. I will examine how failure manifests in Getting Over It specifically how failure relates to both the space of play and the body of the playable character. Failure saturates the space of play from all aspects of the game from the description to actual game play, as well as the narration. This opening scene of the video game Getting Over It (2017) by Bennett Foddy presents a seemingly simple objective which is to climb the mountain of various material with a hammer however, the game is designed explicitly to fail. Then, a man emerges to his torso and grasps the axe, waiting for the player to begin playing. A black cauldron sits with an axe propped against it.
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