Having played video games from a very early age, it was inevitable that they’d somehow influence the person I’d become.  But while the pre-classification world I grew up in was concerned about the impacts of violence, of sex, or of staring at a screen for hours on end, it has influenced my personality in a far more subtle but arguably a more damaging way.  You see rather than becoming a psychopath or sex addict that the 90’s pundits would have predicted, i’ve instead become a fiercely competitive person obsessed with success.  Sure that’s probably no different to most people thirty-somethings, but my version of success is something directly borne by the games I played growing up.  And it’s become a little bit of a problem.

And it’s all about how a majority of games are designed. Video games teach players that a very particular type of logic leads to success.   Success is progress, is moving forward, is winning.  It’s the natural progression for most video games that “winning” is moving forward in the game and beating whatever obstacles or hurdles it throws at you.  Whether it be levels or stages, or something a little more open like objectives or missions, they’re all designed with the sole purpose of moving the player through and providing positive reinforcement when they do.  Of course if you succumb to the game, failure is a very final and absolute state, and one that results in losing progress or stagnation.  The aim of the game is to win, and win at all costs.  Fail, on the other hand, and it’s back to the drawing board.  It’s that or give up and start something new in the hopes of greater success.

That logic has manifested itself through a constant need to be moving forward in my career. Success is one very specific defined thing, that is moving forward and climbing the corporate ladder to ‘beat the boss’, and ultimately win the game.  It is why I am there, for the most part, and as the mental achievements pop up on the screen the desire to see the ‘game’ has only grown stronger.  But it’s the fear of stagnation bred into my through years of objective arrows and losing progress at virtual deaths that has crept into my approach to work.  And so when things start to go wrong, or I’m not nearing the next milestone before the mental game timer nears zero, I move onto the next ‘game’. In other words the time cost of failure has become so high that it’s become easier to give up and try something new.  I’ve turned my career into a game, and one where the only objective is to win.

But then Roguelikes came along.  Roguelikes – games like Dead Rising, Shiren the Wanderer, Dark Souls, Spelunky – where progress is in many cases failure.  Games that actively encourage persistence, that even though have an ultimate goal of progression, focus on the journey there.  Failure and stagnation aren’t setbacks, rather they are necessary in reaching your end goal.  It’s a refreshing change of pace that tips the traditional game design concepts of winning and losing on its head, and instead creates a game environment for players to learn and to thrive in a constructive and meaningful way.  But more importantly it makes every step of the way feel worthwhile.

It was this moment of clarity that saw the mental objective markers dissipate, and the game clock click back up to ∞.  It brought a new confidence that even if things begin to slow down or stall, or if there were setbacks of losses, that I could start again safe in the knowledge that the journey to failure wasn’t for nought.  Suddenly what I used to call ‘failure’ became ‘success’ and every step, right or wrong, made me a stronger and better person.  Now I’m not saying I’m reformed or that old ‘win’ or ‘lose’ mentality doesn’t creep in every now and then.  It does.  But Roguelikes helped me realise that there is no such thing as absolute failure and that it is a necessary step toward success. And I think that’s just what I needed to start enjoying my career again.

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6 responses to “Video games skewed my perception of career success. Then Roguelikes fixed it”

  1. Arch Crition Avatar

    Very, very interesting take on this issue. You’re quite the philosopher, for going so deep. I definitely feel you though, since I too grew up with videogames, I started at age four. But yeah, I’ll definitely keep an eye out for more articles like this one from you 🙂 I’ll follow you, I’d really appreciate it if you could take the time to check my blog out too 🙂 Keep it up!

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    1. Arch Crition Avatar

      Still, it’s nice you take the time to reflect. That’s a rare skill to have these days, or so it seems 😛

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  2. Ben Y. Faroe Avatar

    Thanks for this!

    I love roguelikes but had generally put it down to vaguely antiquarian tastes or maybe nostalgia. But I think this gets a lot closer to the heart of it. I enjoy games where there are real risks and real stakes–dying is dying, not just starting again from where you last saved–but the very fact of that high-stakes knife edge means dying and starting all over isn’t the end of the world. Taking away the safety net trains me to see that the real safety net isn’t safety, but grit.

    On which note, have you seen Sunless Sea? Got it for Christmas and am absolutely loving it. I’m about 12 generations in and finally starting to make real progress. For such a sedate and moody game, it’s had my heart pounding a disproportionate number of times. I also love that it took repeated brutal experience to start learning how the world works, but that that learning also substantially increased my in-game success.

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  3. Link Dead Radio: Payment Problems | Healing the masses Avatar

    […] A Most Agreeable Pastime gives a personal account how an egotistical vision obtained from video games was righted by the varying natures of success that comes from rogue-likes […]

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  4. Pedagogy of the video game – are designers teaching their games wrong? | A Most Agreeable Pastime Avatar

    […] have written before about how video games skewed my perception of success through reinforcing the very binary nature of failure, and in much the same way video games impact […]

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