People’s choice

This extremely boring controversy over Facebook’s topic sorter algorithm or whatever it is is extremely boring, but it’s at least good for one thing: it’s clarifying how people implicitly view Facebook, and, correspondingly, what kind of society they think they live in.

Now, the whole thing has obviously been ginned up by the Right-Wing Scandal Generator, which at this point seems to have self-actualized and gone Skynet. It’s essentially conspiracy theorist Mad Libs: take any liberal-ish group or any government agency except the military, slap on a charge about converting kittens to Satanism or saying something mean about white people, and see if it has legs. Which it usually does, since these people are operating under a severe case of epistemic closure.

Anyway, for the rest of us, the newsworthy bit was that Facebook actually has people deciding which stories are popular instead of blind algorithms. Of course, in practice, there’s no difference. Algorithms are written by people, and they carry whatever implicit or explicit biases went into their creation. The point, though, is that people were assuming Facebook didn’t have its fingers in the pie, and they were upset to find out that it did. This has happened before. When Facebook ran its emotional manipulation experiment, for example, there wasn’t any practical consequence anyone could point to, but people didn’t like the idea of Facebook picking and choosing what they saw instead of letting it happen “naturally.”

What makes this all not make sense is the fact that Facebook is a corporation. Corporations obviously have their own interests and biases. In fact, we expect them to; we understand corporations as actors, if not persons. This is why we expect them to do things like withdraw advertising from bigoted programs or support charities, and why we get mad when they outsource jobs or use stereotypes to sell products. It’s also why we talk about pointless things like corporate “greed” or “corruption” instead of focusing on the actual structure that causes them to act the way they do. So if people thought of Facebook in this way, there wouldn’t be anything untoward about its behavior. Of course Facebook, staffed largely by young liberals (or at least tech libertarians), is not going to be interested in promoting Racist Grandpa’s email forwards. Accusing Facebook of censoring conservative stories makes exactly as much sense as accusing Fox News of censoring liberal stories. And remember, it’s the small-government fetishists who are getting mad about this, which, yeah, it’s opportunism, but it’s not even a sensible claim unless you assume that Facebook has a general public responsibility. After all, these same people are currently engaged in a deathly struggle to save private corporations from such scourges as having to sign contraception coverage waiver forms and having to bake cakes for gay people.

So what this means is that people don’t think of Facebook as a corporation. And this makes total sense, because Facebook doesn’t do any of the things that corporations are supposed to be for. It doesn’t create a product that people buy, or create content supported by advertising. It’s not even something like Google’s search engine where it feels like a utility but is still a tool with an actual function. Facebook is a bulletin board. It allows people to do things with it rather than doing anything itself. Sure, it’s a piece of software that requires development and maintenance, but in terms of function, Facebook is essentially a park. It’s a public space where people come to interact with each other. It’s a commons. The only reason demands for neutrality in its operation are comprehensible is that everyone implicitly understands that it doesn’t make sense for anyone to be profiting off of it.

The funny thing about capitalism as a world-defining ideology is that nobody actually believes in it. We expect corporations to be good people rather than to follow the incentives that define their existence in the first place. And we expect the commons to be respected and maintained rather than privatized and pillaged. Despite the much-vaunted “cynicism” of the American public, people actually go around assuming they’re living in a much better society than they actually are – one that basically works for people, and whose problems are the result of bad actors rather than the necessary consequences of the systems that constitute it. A world of bad actors is quite a lot better than a world of bad systems, because a world of bad actors can be fixed by getting rid of the bad actors. But a world of bad systems will go wrong no matter how the people in it act, and we haven’t yet figured out how to reliably change systems for the better. One assumes there’s a way, but one also doesn’t get one’s hopes up.

In the meantime, if you really want a neutral platform, there’s only one reasonable course of action. Nationalize Facebook.

Human taste

Went to a Dan Deacon show yesterday. Electronica isn’t precisely my thing, but I listened to his recent album on a whim and liked it, so I basically went just for the hell of it. The upshot is that I’m now reevaluating some of my assumptions.

There’s taste and then there’s taste, which is to say there’s more to it then mere preference. There’s sort of a standard story about how underground rock responded to a world drowning in soft banality by reawakening the fire of the human spirit and asserting the values of emotional directness and raw creativity, etc. (It is, of course, deeply ironic that punk, an anti-movement if ever there was one, has congealed over time into a single easily understandable narrative. Read Please Kill Me if you’re at all interested in demystification.) This is mostly wishful thinking, and it’s easy to dismiss it all as ex post facto mythologization, but I can’t, because it actually happened to me.

I’m not really going to go into detail here because it’s none of your fucking business, but rock music had a revelatory effect on me at a time when I didn’t even understand the concept of revelation, let alone the possibility. I can’t dismiss it as shallow aesthetics or counter-cultural posturing, because neither of those things were at all relevant to my situation. The only logical explanation is that I was seized by something undeniably real, penetrated by raw power.

So the point is that rock music feels to me like an open plain of human values and new possibilities and electronica feels like the dead weight of schematics and equations that almost strangled me to death. But this is actually the other kind of taste: it’s just my perception. It’s become clear that the Wheel of Fortune has turned, and the majority of rock music now embodies the same evils it originally opposed. This has, of course, happened precisely because of the previously mentioned Standard Story about rock music (stories are dangerous, you guys). It’s now Understood that you go to a rock show and get drunk and act like a crazy asshole and that this is cool and liberating, which is obviously the opposite of liberating because you’ve obviously just acting out a script you’ve heard about third-hand, i.e. you’re doing what you’re told.

And, like, believe me, despite being an unrepentant snobby intellectual, I am entirely in favor of physical disinhibition. (That was a joke.) I’ve been in actual good mosh pits where people were dancing and having fun, and I’ve seen many more where a few morons just start shoving each other around and everyone else tries to get out of the way. If you’ve never seen this happen, trust me, it’s deeply pathetic. Sometimes you get a big mass of people just wobbling back and forth, and sometimes everyone’s crowded away from a huge empty space because two assholes are just flailing their arms around and nobody wants to be anywhere near them. The saddest incident in my experience was at a Sonic Youth show (post-The Eternal), which, yes, some morons actually tried to start moshing at a Sonic Youth show in the year two thousand and whenever it was, and absolutely no one else was going for it, and the only thing they accomplished was elbowing me in the face.

So I’ve been aware of all this for a while, but I still thought there was a way to thread the needle. I have been in plenty of actual good crowds, so I know it’s possible. Fugazi in particular is famous for having tried to confront this problem directly. As a post-hardcore band that was also seriously leftist and feminist, they had to deal with the fact that a lot of their fans were violent macho assholes (essentially the “Nazi Punks Fuck Off” problem). They insisted that people at their shows have fun and dance without shoving each other around. If people were acting like dicks, they stopped playing and took care of it. (For more information, there’s an audio file floating around the internet called “Having Fun On Stage With Fugazi” that you can check out.)

The culture has moved on somewhat since then, but I think we have to conclude that Fugazi’s project was a failure, because people still don’t know how to have fun at rock shows without being shitheads. I’ve seen bands that try to be cool about it and tell people to play nice, and it never works, because people actually don’t understand the distinction. I realize that “people don’t know how to have fun” is a hopelessly conceited opinion to hold, but it’s honestly a conclusion that has been forced on me by the evidence.

I saw Bleached recently, which, first of all, they’re amazing; they combine full-throttle thrashing intensity with great pop songwriting to create a completely exhilarating experience. Seriously, after the set people were talking in awed tones about how great it was. But they were loud and fast enough to send the “it’s time to act like an asshole” signal to receptive members of the audience, and that’s exactly what happened. I’m not so arrogant that I think I can fully diagnose spontaneous human behavior like this; like I said, the music was actually great and people were actually feeling it, and I’m really only talking about a tiny fraction of the total situation here. But that small group of people in the middle really were acting like this was their big change to be dicks and not like they were actually having fun. What would happen is that the song would start, and they’d shove each other around for about 30 seconds, and then go right back to just standing there like lumps. This is why this isn’t a matter of preference. It’s not about having to choose between going crazy and calmly paying attention, because behavior like this is the worst of both worlds: it’s obnoxious while also being no fun.

I know this is getting kind of involved and by now you’re just dying to hear what I thought about Dan Deacon, but there’s one more thing that it would be irresponsible not to mention, which is the embarrassing and therefore frequently overlooked fact that part of the original motivation for punk was anti-feminism. The fact that typical punk music is largely the embodiment of masculine aggression ain’t a coincidence. The people who talk about how we live in a “feminized” society now are obviously clueless jackasses, but the fact is overt physical aggression is no longer socially acceptable (if it ever was, I don’t actually know), and rock shows provide a permissible outlet for it. So this is the actual political angle here: aggressive behavior is not liberatory because the people who act like this are not at all acting in an uninhibited way. On the contrary, they’re trapped in their masculine inhibitions. They can’t loosen up and have fun, because that’s totally gay, bro. The only permitted means of expression is aggression. (And of course it’s not just men; part of feminism is accepting that women are equally capable of being macho dickheads. I believe this is addressed in the Fugazi recording mentioned above.) This is more evidence of the well-known fact that masculinity is cowardice.

So the point, which I am in fact getting around to now, is that regardless of whether Dan Deacon’s music is my particular cup of tea, his show was a lot closer to what a good live music experience ought to be than most rock shows I’ve been to. Not that there’s one “ideal,” of course, but there are good directions to move in and there are bad directions to move in. Being part of an engaged community is a good thing. Being shoved around by drunk assholes is a bad thing. I mean, this is actually important. If a live show is about something more than entertainment, if it’s about people coming together and having a shared experience, then the question of how people can have fun without ruining everyone else’s good time is the same as the question of how civilization can progress without exploitation.

When it comes to stage banter, white guys sometimes have problems with being huge fucking bores, but Deacon was great. He was on-point politically without being lecturey and self-deprecating without being defensive. This matters because it created a good atmosphere in the room while also helping to normalize anti-oppression discourse, which makes everyone feel like they’re in a safe environment where they can have fun. One thing that The Discourse has struggled to overcome, even with all the silliness of the internet, is the perception that it’s dull and pedantic, when in fact nothing could be further from the truth: the point of being against oppression is so that we can all have fun. So it’s important to be able to enjoy yourself while also being conscious of doing the right thing. Deacon’s best line was when he told half the room to dance like Game of Thrones was made in a world without patriarchy and the other half to dance like all the money from Jurassic World was spent on public schools. So, yeah, maybe a little overwrought, but it was funny, and it was true, and it made people feel like having fun.

There was a lot of goofy audience participation stuff, some of it worked and some of it not so much, but the point is that it did a pretty good job of actually disinhibiting people and getting them out of the frame of how you’re supposed to act at a show. At some metal shows there’s apparently a thing called the “Wall of Death,” where two halves of the crowd rush into the middle and everybody crashes into each other and it’s total violent mayhem. This is exactly the kind of thing I’ve been complaining about: it’s macho assholery in the guise of uninhibited fun. Deacon gets this (he also worked in a crack about healthcare in Scandinavian countries vs. America), so his alternative is the “Wall of Life,” where everyone rushes each other in order to deliver high fives en masse. It’s hopelessly dorky, but again, it actually addresses the relevant issues: it’s a way of going crazy and having fun without being a dick about it. As Deacon put it, instead of rushing each other with reckless abandon, we should do so with full human consciousness. We should be able to have fun while still being people.

I don’t actually have to analyze whether any of this was a good idea or not (I just do it for fun), because it worked. By the end of the show, there were lots of people dancing and having fun while being respectful of everyone else, and it was great. So the point of this post is actually that I’m a little sad. It’s sad that “my” music has such a hard time accomplishing this, when that’s what it was supposed to be for in the first place. It’s sad that Fugazi had to exhort people to behave instead of compelling them organically through the force of their music – the way it was supposed to work, in the stories.

What’s not sad is the fact that the situation is more complicated than just choosing the right kind of music. If it seems like you’re on the royal road to the truth, you’re probably being marched into a cage. The twisted path is the one that might actually lead somewhere. This obviously isn’t about which kind of music is better than the other kind of music. Greatness transcends genre. It’s just that these waters might be a little harder to navigate than I thought. Even when you’ve felt a truth that’s impossible to deny, you can’t just cling to that one thing forever. If aesthetics are to be at all meaningful, your taste has to go beyond your preferences.

[Addendum: Just saw Titus Andronicus and they gave this exact speech before they started. I mean, “exact” in the sense that it was the normal person version rather than the pretentious theory version. Anyway, it’s nice to know that people are still trying.]

Get good

One of the Big Stupid Debates in video games is whether games should be “hard” or not. The standard framing is that “easy” games are accessible but shallow, whereas the fact that “hard” games require effort and dedication makes them significant experiences, so the question becomes whether games should be “dumbed down” to appeal to more people or whether games becoming easier means losing the things that actually make them important. The reason this debate is stupid is because the answer is obviously not one or the other; games are allowed to be different things. But it also avoids the more important question of what difficulty actually does.

Let’s start simple. Mario and Mega Man are both games where you control a character who can jump, but only one of them is actually about jumping. What this means is that that jumping in Mario games has mechanics: you can jump farther by getting a running start, bounce off of enemies, etc. Thus, challenging jumps have a point to them. A pit that’s too wide to cross with a regular jump requires the player to learn to do a running jump, which then becomes an ability they can employ in the future. The challenge is interesting because it requires you to learn something.

Mega Man, by contrast, is about shooting; jumping just gives you another option for positioning yourself, so it doesn’t need to have its own mechanics. There’s no acceleration; your jump is a one-note action that always has the same potential height and distance. Despite this, there are instances in Mega Man games where you have to make as wide a jump as you possibly can, and the fact that there are no mechanics involved makes this an uninteresting challenge. You just have to keep trying until you get the pixels in exactly the right place, and once you’ve done it you haven’t learned anything. There’s no takeaway that you can apply to the rest of the game. It’s just a bland obstacle that you got past, and now it’s behind you.

The purpose of difficulty, then, is to require the player to exercise game mechanics. If a Mario game were easy enough that running was never helpful, or a Mega Man game were easy enough that you never had to shoot while jumping, then those mechanics might as well not exist. And difficulty is only justified if it actually does this – gives the mechanics a reason to exist. Otherwise it’s just wasting your time.

There is an extreme overabundance of examples where this is the case, to the point where there are several different categories of cliche on this subject alone. A non-exhaustive list includes: invisible flags triggered by talking to some random NPC, missing an item five screens back and being unable to progress without it, waiting for a random number generator to come up with the right value (or failing because a random number generator came up with the wrong value), custom interactions that don’t follow from the rest of the mechanics, secrets hidden in nondescript locations that can only be found by constant wall-hugging, bad controls and unclear graphics of all kinds, pixel-perfect action requirements, button mashing, insufficient information, unbalanced or opaque customization options, misleading guidance, required actions that don’t make sense in terms of the story (or morals, or common sense), and mandatory grinding. These are all examples of pointless difficulty: the game becomes “hard” in the sense that you have trouble proceeding, but it’s not hard for any good reason. There’s nothing you have to figure out or try to do differently. There’s just a big dumb rock in your way that you have to squeeze around.

(The caveat here is that all of these things – even bad controls – can potentially count as game mechanics if the game is actually designed around them. Randomness, for example, is a valid aspect of many designs, but if you’re going to fail the player randomly, that needs to actually be part of the game and not a mere impediment. It works in roguelikes because the player isn’t supposed to be able to win in general; it doesn’t work in Dragon Quest, where failing just slaps a penalty on you and makes you repeat some stuff you’ve already done.)

As an example of the difference, let’s say you’re playing a combat-focused game and so far you’ve been winning fights by just attacking everything as fast as possible. Then you run into a situation where two enemies are attacking you from different directions, so attacking one of them gets you killed by the other. In this case, the problem isn’t that you aren’t “good enough,” it’s that you need a different strategy. Maybe you have to defend and wait for an opening, or reposition yourself so that you can attack safely. In a situation like this, it’s entirely valid for the game to halt your progress until you’ve figured this out, to ensure that you understand that you’re doin’ it wrong. Offering difficulty mitigation options like being able to skip the area or buy upgrades is straightforwardly wrong here, because it allows the player to progress without learning the thing that the encounter was designed to teach them. On the other hand, if you’re in that same situation and you are doing the right thing, but you’re still failing because you’re not pushing the buttons fast enough or you can’t tell where the hitboxes are, then the game is actually wasting your time.

The reason ultra-hard games are generally bullshit is that the point at which this starts being the case comes very quickly. Once the player has figured out what they need to do, the game needs to stop being a dick about it. To take the most infamous example, I Wanna Be The Guy has basically no mechanics, you just move around and try to put yourself where there isn’t something killing you, so there’s nothing to exercise in the first place. Each challenge teaches you nothing but how to get past that one challenge, which makes the “difficulty” of the game a matter of mere time consumption and nothing else. This isn’t to say it’s poorly designed; on the contrary, it’s a very clear game with specific, understandable challenges. It’s just that the whole thing has no reason to exist in the first place (I mean, it explicitly exists as a fetish object; I hope I don’t have to explain why this is a bad thing).

To sum up, difficulty is a matter of function and not preference. Every game has a correct difficulty level, which can be identified as the point at which the game mechanics are being fully exercised but the player is not being jerked around. We can think of this as an adaptation of Einstein’s old dictum about design: a game should be as easy as possible, and no easier.

But we still haven’t approached the real issue. If we accept that the purpose of difficulty is to require engagement with systems, the question becomes: who cares? Why should we bother forcing people to figure out an arbitrary set of rules and interactions?

This isn’t a theoretical question. One of the major trends in game design right now is games that don’t have mechanics. These games generally focus on story directly rather than wrapping it around a conventional genre design. They include Twine games and the type of exploration-based story games that are derisively referred to as “walking simulators” (that term alone shows you how bad the disconnect is: some people cannot conceive of games as anything other than toy boxes). This trend is a justified reaction to the fact that most game difficulty is bullshit. Worse, there’s an extreme amount of cliquishness (to put it politely) around the whole subject; there are plenty of morons out there claiming that games that don’t consume as much time as possible with pointless punishment “aren’t real games.” Rejecting this attitude is a worthwhile endeavor in itself.

What this means is that difficult games need to have something going on that justifies their difficulty – something that it’s for. Consider a sim game where the player has to make decisions about how to invest their resources. There might be a certain long-term goal that the designer wants the player to aim for, requiring them to save up and go without the smaller advantages that easier goals could provide. This could teach the player the values of patience and discernment: deciding what really matters and focusing on it rather than responding to every intervening distraction. And you could just as easily design the same game to teach the opposite lesson: that responsiveness is more important than meticulous planning. Difficulty is what allows you to do either of these things; it’s what makes one choice right and the other wrong. If the player succeeds no matter what they do, then it doesn’t matter what options they have. Without a specific weight behind each available choice, interaction is nothing but an empty mirror reflecting the player’s own preexisting prejudices. The point of art, if that is indeed what we’re talking about, is not to allow you to indulge your preferences in a way that makes you feel comfortable and entertained. It’s the exact opposite: to force you to experience something that you haven’t felt before, something that makes you uncomfortable, or that scares you, or that hurts.

(This is part of a broader problem wherein American culture considers “having it your way” to be among the highest virtues, when it’s actually borderline nihilism.)

But it’s possible for the same game to be equally difficult without being meaningful. If you’re given two seemingly identical choices as to where to invest your resources, and one of them happens to be better than the other for no real reason, the game can still be “hard” in the sense that you’ll fail if you make the wrong choice, but the choice doesn’t matter in any way other than the game giving you a pat on the head for getting it “right.” A game where you can make all the right choices without understanding why any of them are right is obviously hollow. RPGs, which tend to be among the worst-designed games, are often completely arbitrary in this regard. One attack will be better than all the others, not for any real reason, but just because the random mess of equations on the backend happens to resolve itself in one particular way.

So, difficulty is only justified if it’s based on mechanics, but the mechanics themselves are only justified if they actually mean something. This isn’t any kind of radical interpretation; it’s something we understand intuitively about every other art form. When we refer to a book or movie as “challenging,” we’re not talking about the same thing that we’re talking about when we talk about games. We’re talking about something that actually matters. Everybody understands the difference between a book which is hard to read because it’s trying to express something difficult and a book which is shallow but overwritten because it’s trying to make itself look like a big important art thing. This distinction is what the negative connotation of the term “pretentious” refers to. And most game difficulty is pretentious in this same sense: it gives the appearance of depth when there’s actually nothing there.

Nobody complains about Ulysses being hard to read, because it’s clear that that’s part of the point, and if you’re not into it you’re free to read something else. For games that are correctly difficult, implementing an easy mode makes about as much sense as rewriting Ulysses in plain English. But vanishingly few games are actually like this. The impulse against difficulty is the result of a correct observation: that the vast majority of video game difficulty does nothing but waste people’s time. When people say that they want a hard game to have an easy mode so they can experience the story, they’re usually making a valid claim, because games rarely have anything else going on (plus the story and gameplay rarely have anything to do with each other).

Another way to think of this is that selectable difficulty only makes sense because games aren’t designed well. This is analogous to how swapping out one rhythm track for another in a shitty pop song doesn’t make a difference, because it’s just there to fill space anyway, whereas changing the beat of a song that is actually well-written would ruin it. Having selectable difficulty levels in a game should seem as absurd as having selectable rhythm tracks in a song. Just as good songwriting is the art of turning a succession of noises into something with actual meaning, good design is the art of making mechanics meaningful.

Thinking about things this way broadens the conversation considerably. For one thing, video games are largely fixated on one particular type of difficulty, which is the failure loop. You’re given a challenge, and each time you fail you’re kicked back a bit so you can do it over and over until you succeed. This can be a perfectly valid design if it works according to the criteria we’ve outlined so far, but this one form of difficulty is often taken to be what difficulty in games “is,” when in fact the whole banging-your-head-against-a-wall thing is only one tiny corner in the potential space of game difficulty. We don’t have to let basic gamebros monopolize the concept of difficulty; games can be challenging in meaningful ways. As just a few quick examples:

  • Games can be difficult in the same way good stories are: they can present unusual situations and evoke complex emotions that require effort to understand. Mechanics and interactivity can be used to convey different aspects of the story. So all those “easy” story games are actually harder than “hard” games in the way that actually matters: putting effort into them allows you to get something meaningful out of them. People complaining about story games they don’t understand are actually complaining because those games are too hard for them.
  • You can have a game where it’s easy to win battles but hard to win the war. That is, actions in a game can be easy to execute but difficult to plan. Sim games tend to be like this: instead of immediately punishing you for each mistake, things just gradually get harder as you lose momentum. This allows you to keep playing and experimenting while also organically revealing the pros and cons of your chosen approach. The difficulty, then, can be in figuring out a goal that you actually want to go for rather than merely divining the series of inputs that will earn you a gold star.
  • Some games can be thought of as performances: you always get through them each time you play, but the goal is to learn how to play well, where “well” does not necessarily have a strict objective definition. Rock Band would work this way if it didn’t have scoring mechanics; Rhythm Heaven gets closer, in that you can’t fail mid-song, but it still expects you to play “perfectly.” Speedrunning imposes this kind of difficulty on games that wouldn’t otherwise have it; style and creativity become more important than mere completion. A game could be designed to support performance in a creative way rather than merely tying it to a number.
  • Aesthetics can make actions difficult to complete for emotional rather than mental or physical reasons. The classic example is the end of the last boss fight in Metal Gear Solid 3, where all you have to do is press one button, but the thing that pressing that button represents makes it hard to actually go through with it. This is just an example of this effect being used in one tiny place; imagine an entire game where your actions regularly had this kind of emotional weight.

It also has to be said that the failure loop has a particular dark side, as revealed by recent unpleasant events. What’s always been odd about the Saddest War is the ratio of how obsessive those fuckers are to how little they actually have to be upset about. Like, with other groups of reactionaries you can sort of get why they lose their shit; old-style Christian patriarchy, for example, really is on the way out and fundamentalists really do have to fight tooth and nail if they want to preserve it. But the market for dumb pandering action games isn’t in any danger, because the people doing feminist criticism and making experimental story games are a completely different audience (this is what the “gamers are over” article was actually about: the fact that there are other audiences). So the fervor of these particular reactionaries requires a different explanation, and the particular content of the games they’re so devoted to is the obvious place to look for it. Many Saddest Warriors have explicitly stated that they’ve been “trained” to do what they’re doing by the experience of obsessively overcoming challenges in video games (which, hilariously, is the exact argument that used to be advanced in favor of censoring violent video games), and their actions bear this out: they’re still banging their heads against that same wall, even while basically everything else in society strongly indicates that they’re wasting their time. And while it’s only a tiny minority of players who are acting this way, the unavoidable conclusion is that the failure loop really does contain the danger of getting you stuck in a rut, even when what you’re doing is objectively moronic.

So because “difficulty” is currently taken to be its own thing rather than one component of a worthwhile goal, talking about “necessary” difficulty at this point puts the cart several miles ahead of the horse. The horse is meaning. This is obvious once you recognize that being good at video games isn’t actually good for anything, but some people have trouble getting to that first step.

The unfortunate truth is that the vast majority of games right now aren’t actually good enough to compel any particular type of design. If they were, there wouldn’t be a problem. A good book that’s also challenging to read isn’t a problem because it’s worth it, and the fact that everyone understands this is why there isn’t a big dumb debate about it. People make their own individual decisions as to what they want to bother with, and everyone’s happy. In contrast, the people who want easy modes added to hard games so they can play them are wrong, not because there would be anything wrong with doing that, but because the better response to this situation is to find something better to do with your time. And the people who want games to stay hard so that they stay meaningful are also wrong, because difficulty itself doesn’t make an experience meaningful. The fact that people like this derive self-worth from meeting arbitrary challenges is a character flaw that they should be working to overcome rather than defending.

As it stands, the things that are hard about real life – choosing long-term goals based on limited information, dealing with people who are fundamentally different from you, making moral choices within an immoral system – are not only absent from video games, they’re all replaced by their exact opposites. Goals are always given to you, you never have to figure them out. You’re the only person who matters, and everyone else is just an instrument on the way to the good ending. And, worst of all, the system is always right. If there are level-ups, it’s always right to level as much as possible. If there are collectibles, you should always collect all of them by any means necessary. And if there are things that you can kill, you’d better get killing.

Games don’t need to get easier or harder. They need to get good.