Get the cuts you need

This ranking of Tegan and Sara albums is a remarkably comprehensive argument against the idea that ranking things has any value whatsoever.

The first and most obvious issue is that The Con isn’t at the top, seeing as it’s clearly magical. When Robert Mapplethorpe was taking pictures of Patti Smith for the cover of Horses, he looked at one of the shots and said to her, “this one has the magic.” There’s nothing really remarkable about the image, it’s just a lady wearing a suit and looking at the camera, but it is, in fact, magic. Anyone who’s seen it has it permanently burned into their mind; it has a transcendent itself-ness that gives it an insistent significance; it communicates in a primal language that creates its own understanding; it’s the kind of thing that you feel in your heart before you even know what it is. The Con is the one that has the magic.

This seems like a slam-dunk argument that it’s “the best,” but it doesn’t actually hold up on reflection. The characteristic of magic is precisely that it does not obey the normal laws, so it’s incoherent to say that something is the objective best because it’s magical. On the contrary, the whole point of rankings, it would seem, is to get around vague notions of “specialness” and down to brass tacks.

So, I mean, fine. If you’re trying to rank things, you need to ignore magic and just focus on the things you can measure. This is already pretty suspicious, since we’re ignoring what seems to be the most important thing, but we can at least see if it works. The specific claim made by the listperson is that So Jealous is cohesive while The Con is all over the place. This is certainly true, and it’s also obviously intentional; you don’t follow “Hop A Plane” with “Soil, Soil” because you’re trying to provide a smooth listening experience. But there’s a critical missing step here, which is the argument that a consistent album is better than one with extreme emotional ups and downs. To me, this is clearly backwards: the album that pulls off greater emotional range and more diverse songwriting is the better one.

But the issue isn’t whether I’m right or the listperson is right; the issue is that neither of us is. That missing step is actually just nonexistent: there is no argument you can make as to why one mode of expression is “better” than another. This is professionally known as the is/ought gap: even an exhaustive description of reality does not imply any standard or metric for evaluating that reality. You can spend all day making correct, incisive observations, but everyone still has to decide on the actual value of the underlying content for themselves. So there’s all sorts of analysis to be done as to what an album does and what it’s about, but even after you’ve done that, tacking a number onto it is still completely arbitrary.

So the first two problems with rankings are that they can’t capture transcendence, and that they don’t add anything to the analysis they’re based on. You can just talk about music without sticking numbers next to it. But surely the problem is that we’re splitting hairs between great and greater albums, right? There are certainly some albums that can be said to be better than others, so ratings do have a proper and properly limited utility. For example, Under Feet Like Ours is clearly the worst Tegan and Sara album. They’re pretty much the exact opposite of the band that comes right out of the gate with a fully-formed sound and then struggles to move forward with it: their first record is jittery and awkward, all ideas and no form, and every album after it takes a huge leap in a new direction. The comparison is made extra simple by the fact that This Business Of Art contains many of the same songs reworked to be more fleshy and coherent, making it easy to see it as a strictly superior album.

But what does it actually mean to call something the “worst” album? Does it mean that you shouldn’t listen to it? I mean, maybe; it depends on how worst it is and whether Tegan and Sara are the sort of band who are good even when they’re bad (or when they want to be bad). So even if we take this ranking to be straightforwardly correct, it still gives us no relevant information. After all, we’re talking about the album that has “This Is Everything” on it, which is definitely something I would recommend experiencing (not to mention that that song is itself about transcendent value overcoming practical failure). This is the paradox of aesthetics: being worse doesn’t actually make something worse, so rankings are wrong even when they’re right.

At this point I should probably clarify that I am aware of what the actual purpose of ranking things on the internet is. Rankings are supposed to be bad and wrong, because they’re outrage bait (arbitrary lists of nonsensical rankings are a running joke on Gawker, the internet’s premier source of self-incriminating mockery). What I’m meant to be doing here is ranting about how putting Sainthood in the bottom half of basically any list about anything is blatantly pathological behavior. But the fact that rankings are guaranteed to generate strident disagreement is just more evidence that there’s no substance behind them. If, for example, I were inclined to make a (much) better version of this list, how would I handle Sainthood? The album is fucked up six ways from Monday, from the awkwardly staggered lyrics on “Paperback Head” to the way “Sentimental Tune” crescendos itself off a cliff. “Arrow” bristles with big, gaudy effects, “On Directing” piles up multiple layers of self-reference, “Red Belt” is placid to the point of pain. Are these good things or bad things? Should I just give in to idiosyncrasy and order the albums however I feel like, or should I try to restrain my own impulses as much as possible and put them in the most defensible order? Which of these approaches is less dishonest? The fact that there’s no answer to any of this reveals the fundamental problem: there is zero connection between the score someone gives an album and the actual experience they had listening to it, i.e. the thing that actually matters. The usual distinction is between subjective feeling and objective facts, but actually, neither of these things has any correspondence with rankings.

The reason this is important, the reason we shouldn’t just let these things be stupid and find something better to do (although we should also do that), is that there’s a reason they work, a real insight that underlies their cynical conception: people like rankings. It’s not just internet lists, the basic concept of giving something a numerical score necessarily implies a ranking order. So if it’s so obvious that no one cares which number some hack sticks next to something on a list, why are lists and scores and rankings all over the place?

If you’re reviewing like dishwashers or whatever, some of them actually are going to work better than others, and numerical ratings are a sensible way to represent that. The key, though, is the word “work,” which implies a defined function: the better appliance is the one that accomplishes its intended task more effectively. Some aspects of this will be subjective or situational, but by doing multiple carefully controlled tests and aggregating the results, we can arrive at an assessment that will be broadly applicable in most circumstances, one that is “objective” in the colloquial sense of the term. This process is what we generally refer to as “science.”

And you can’t apply this to art, because art isn’t functional. It is susceptible to analysis; you can focus like a microscope and make all sorts of substantive observations, but none of that is useful until you cross the is/ought gap and start valuing things. And once you’ve done that, you have left the realm of objectivity, turning any kind of rank or score you want to assign into a category error. Subjective experience isn’t just hard to get at, it’s absolutely inaccessible.

Why, then, would anyone get upset about a rating being “wrong,” given that it has nothing to do with how anyone feels about the work in question? The specific feeling at issue is invalidation. When someone gives a low “objective” score to something you care about, you feel like your experience is invalid. And the opposite feeling is the reason people like ratings in the first place: a high “objective” score means that you’re right to like something, that the way you feel is true. But such a source of validation can only be described as cowardice. Certainly, the person who embraces things only after they have been deemed permissible by the appropriate cultural gatekeepers is a coward. But the same is true of any external source of validation: the safety of objectivity is a refuge from the responsibility to determine one’s own values.

Music is one of the less extreme examples here, since the appeal of music is generally understood as idiosyncratic anyway. The most prominent example is, of course, ethics in games journalism. The extreme stupidity of that, uh, “debate” is somewhat offset by the fact that it’s drawing the battle lines very clearly. Some people think games are basically appliances that you plug yourself into in order to be “entertained,” in which case assigning them an objective numerical score according to how entertaining they are makes perfect superficial sense. Others think that the point of games is to create new experiences, which requires engagement with the real world and active acceptance of subjectivity. So the one nice thing about this is that is provides a convenient sanity check. If you find yourself on the wrong side of an argument this obvious, you’ve gotta back it up.

Subjective experience is inherently desperate. It contains within itself the understanding that it cannot be verified or transmitted, that it is a pure moment, that it seems on reflection to not exist at all, even though it’s the only thing of any actual importance. Art is largely an attempt to get around this, to turn subjectivity into something more substantive than simply raw feeling. At a live show in particular, it’s easy to imagine that everyone else in the room is feeling the same thing you are. But the attempt to reify subjective experience as something externally valid is no kind of solution, because this creates only a hollow shell, bereft of the animating spirit that made it matter in the first place. The only real option is to embrace the horror, to hold transience without shaking.

But we have to be careful not to back into reverse nihilism. If everyone just likes what they like, then nothing means anything. There’s no substantive distinction between hearing a symphony and watching paint dry. So it seems like we need a way to preserve objective orders of rank without muffling subjectivity.

The one rating system with a subjectivity-respecting justification is the two-point thumbs-up/thumbs-down system, because it implies nothing other than an answer to the actual question: should I spend time on this or not? But if you accept that, you’ve accepted the idea that there are objective standards that can be applied to art, and that would seem to open the floodgates. Any other rating system, no matter how convoluted, has the same theoretical justification. A rating of 3 stars out of 5 could mean “check this out only if you’re a fan of the genre”; 28.6 points out of 100 could mean “worth it only on a rainy day when you don’t feel like doing anything else.” So it seems like accepting the validity of analysis requires us to countenance every nonsensical rating system that anyone comes up with, and we’re stuck disagreeing with every Bad Opinion on a case-by-case basis.

This is a false dichotomy based on the idea that analysis requires a number as its output, and anything else is just personal feelings. It is not only possible to combine subjectivity and analysis, it is vitally necessary. If you only have your own subjective experience, then there’s no room for any kind of conversation or collaboration; everything is just, like, your opinion, man. And if all you have is analysis, you’ve just got a big convoluted structure that doesn’t mean anything; it might as well just be a big rock.

In fact, it’s perfectly easy to do everything valuable about analysis while ignoring the dumb numerical part. For example, consider this review of Sleater-Kinney’s discography (eMusic used to have a lot of good music writing, but it apparently got run over by the freight train of progress at some point). It has the same album-by-album format, but even as it makes judgments, it doesn’t pretend to be any kind of ranking, and this clarifies the underlying analysis. Actually, the reason I chose this example is because it’s moronic. The person who wrote it thinks that Janet Weiss joined on Call the Doctor, so he disses Lora MacFarlane’s drumming on the first album and then praises it on the second, without realizing he’s talking about the same person. The real problem, though, it that he thinks The Hot Rock was “Sleater-Kinney on an off day,” which I honestly can’t even begin to address. I lack the ability to inhabit the mental space where this is a comprehensible statement. But because the album isn’t “ranked,” there’s no fake argument about whether the ranking is “right” or whether it’s properly “objective” or what the fuck ever. We can just accept that this guy has terrible taste in music and get on with our lives.

What we need to do is to split the concept of ranking along its fault line. As mentioned, it conflates two distinct things that don’t have a real connection: there’s analysis, and then there’s putting a number on that analysis. And what putting a number on something actually means is establishing a hierarchy. Hence the phenomenon of the internet ranking list: a list of which things are better than which other things.

Hierarchy has its uses, but our society has established a hierarchy of people, and this surely ranks among the greatest possible crimes against existence. Its function is to justify the dominance of the ruling class by positing them as the “best” people, and to justify the direction of our development as progress toward a higher goal. People want to feel like they live in an ordered universe, but there are different types of order, and some of them are dispreferable to chaos. Recognizing that there is no real apotheosis, no greatest hit, reveals our society’s horrors as the chosen project of our rulers – a project that we have the freedom to oppose. This is the cure for our crimes.

There’s an old saying, which I thought was Chinese but am completely failing to source, that perfection arouses the envy of the gods. I mean, everything is an “ancient Chinese proverb,” but I genuinely thought that this was a Chinese or Japanese concept. There is, for example, the Japanese term “wabi-sabi,” which expresses the idea that flaws can make something better. But this isn’t like mystical wisdom or whatever; it’s a very practical concept that doesn’t have anything to do with spirituality or metaphysics. What it means is that perfection is impossible not because it is the asymptotic limit of quality, but because it is a self-defeating concept.

If there actually were a perfect album, something that literally every person agreed was the best, that could only mean that no one had an individual reaction to it. If one person were to feel something about it that no one else did, that opens up the possibility that someone else could have such a reaction to a different album, meaning the perfect album is not perfect. In order to actually be perfect, it would have to provide all possible experiences to all people, which is to say it would have to do nothing. The only way to speak to everyone equally is to remain silent. Actually, even that’s not true; 4’33” is one of the most divisive pieces of music in existence. Anything that actually exists is necessarily rough, flawed, divisive, incomplete, and wrong. Perfection is logically impossible.

In a more practical sense, this means that nothing can ever meaningfully be said to be “the best” of anything, even when the category is as simple as 7 albums by the same band. Even on a strictly personal level, this is why it doesn’t make sense to have favorites. Casual conversation is one thing, but seriously conceiving of your values in terms of “favorites,” as a hierarchy, is ridiculous. More than that, it’s a concession to a social schema which is actively trying to kill you, a subordination of your subjectivity, the thing that makes you actually exist, to a fake, boring god of rules and lines. America has a very particular problem with being unable to comprehend quality in any sense other than being “#1” or the “Mattress King” or whatever. Hence certain of our current political problems.

And Tegan and Sara are actually one of the best examples of why this whole idea is dumb, because they don’t make albums that are trying to be better versions of albums they’ve already made. They make different albums. Following up Sainthood with Heartthrob was a good move, even from my perspective, where Sainthood is the kind of music I like and Heartthrob is, uh, less so. The only thing worse than changing is not changing. In the words of Kathleen Hanna, we don’t want to hear you making the right decisions, we want to hear your voice. You might write something that someone might want to read, someday.

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.

Filled with determination

If you follow these things, you may be aware that Undertale has some kind of big spooky skeleton secret hidden in it that nobody’s figured out yet. There was a recent update which appeared to be a trivial bugfix but which apparently contained a new hint to the mystery, and now everybody’s trying to figure out what it means, blah blah blah. This isn’t actually interesting. Whatever “theories” people come up with about this don’t amount to anything, because they’re guesses concerning what is probably about a tenth of a plot point in an already shallow story. I’ve got a better theory: Undertale is a honeytrap for nerds.

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When I wrote about Undertale before, I mentioned that one of the great things about it is that, once you’re done with it, it encourages you to stop playing. This isn’t just cute, it’s important, because of circumstances. See, if you’re writing a book and you want to make it a page longer, you have to actually write another page. In a video game you don’t have to do that. You can make the game longer by just being like “go collect 5 platypus tails” and then the player has to go do that, even though you haven’t actually added anything to the gameplay (this is pretty much what’s going on whenever the words “procedurally generated” make an appearance). This possibility is a bad thing. The way books and also every other medium except games work is metaphysically superior: in order to occupy more of the audience’s time, you have to actually put something in that is at least potentially worth that time.

For this and other reasons, video games are generally not designed with the understanding that the player should get something out of them; on the contrary, they are largely concerned with occupying time. Undertale is not like this: it wastes a little bit of time on wandering around and solving dumb puzzles, but for the most part the stuff you do in the game is actually relevant to what the game is trying to be about. Of course, it’s far from alone in this regard, but it’s still a significant countermeasure against a very pervasive and very bad trend. As I explained in the other post, I don’t really feel that Undertale has all that much to offer, but it is designed such a way that what it does have to offer is presented to the player in a straightforward and non-time-wasting manner. All well and good.

What I didn’t mention before was the contradiction embedded in the present topic: Undertale also contains a bunch of goofy hidden easter egg nonsense with vaguely-implied quasi-significance to the plot. The details aren’t super important here, but basically Undertale keeps track of pretty much everything you do and makes certain subtle changes throughout the game in response. The funniest example is that, early in the game, you have the opportunity to both hit on a character and to refer to her as “Mom,” and if you do both she’ll call you out on it later. So mostly it’s just jokes like this in the dialogue, but there’s also apparently some sort of secret counter that causes certain NPCs and messages to show up, or something, I don’t really care. The point is that finding this stuff requires a huge amount of behind-the-scenes-ery and determined investigation into things that don’t appear to matter at all, and the implicit message that this is worth your time directly contradicts the explicit message that, once you’re done with the game, you should be done with it. But this is only the case if the same people are receiving both messages.

I played through Undertale twice in order to get the good ending, which I had to do because I fucked up the first time by not realizing you can avoid killing the first boss. This was clearly intended; the beginning of the game is actually very well-designed in this sense. You’re given the tools you need to resolve the encounter peacefully, but you don’t necessarily know how to use them yet, and the dialogue surrounding the encounter strongly implies that there’s no good way to handle it. As such, the most likely player behavior is that you’ll kill the boss while feeling uneasy about it, and thusly be resolved to get it right the next time around once you know for sure that it’s possible.

The reason this is important is that playing through Undertale a second time is super fucking boring. As previously explained, the game’s mechanics are as shallow as possible, and this is where it really hurts: the game’s only draw is its novelty. This is in addition to the fact that there’s just a stupid amount of dialogue that you have to page through on every screen. Thus, a second playthrough ends up having two effects. First, you’ll notice that some dialogue is slightly different based on some seemingly trivial choices you can make. This demonstrates that there’s a lot of very subtly hidden stuff in the game, but the fact that the game is still completely linear makes it clear that none of it actually affects anything. The second is that, by the time you finish, you’ll be super fucking sick of the game, so when it tells you that you’re done and you can stop playing, you’ll be more than happy to take it at its word.

Unless, that is, you’re the type of person who imbues trivial differences and vague hints with an undeserved level of significance, who determinedly mines for “content” and “completion” regardless of whether you’re actually getting anything out of it, who goes on message boards to look up instructions on how to do everything to avoid the unsettling feeling of having your own experience. In other words, if you’re a nerd.

Related to the problem of being able to artificially extend the play time of video games is the problem that you can hide things in them. In a book, for example, you can hide meaning in various ways, but you can’t hide the actual text. You can’t “lock” a chapter such that it can only be read if you flip through pages 26-45 in 55 seconds and then read page 12 backwards. In video games, you can do exactly this, and again, this is a bad thing: it prevents players from accessing what’s actually in the game. This has always bothered me: after going to the effort to put something in your game that you think is worthwhile, why would you then go and conceal it such that 99% of your audience will never have any idea it exists?

The only possible answer is that you think the search itself is significant. This could potentially be the case, but consider the type of thing we’re actually talking about here: the way you find secrets in games is generally not by experimenting with the mechanics but by obsessively poking every last thing until you find something. This is not really behavior to be encouraged. Undertale takes this problem well over the top, as the secret in question here is completely invisible in normal gameplay. You apparently have to edit the game files or something, which is about as close to a true waste of time as it gets.

If, however, we assume that the aforementioned contradiction is intentional, then this becomes the point. By keeping its secret bullshit partitioned away from the meat of the game, Undertale only wastes the time of those who are determined to have their time wasted. It’s no coincidence that the “secret” plot involves time travel and super science, while the real plot is about relationships, becoming a better person, and accepting reality. This same dynamic applies to the game’s violent route. As I originally complained, the game provides exactly zero motivation to go down the path of violence, which defangs it as a choice. But again, this becomes the point: because it’s so obviously evil, there’s no reason to go through with it other than “just to do it,” to make sure you’ve “completed” everything, to be the kind of nerd who values making numbers go up over morality. The game also has a hidden “hard mode” which turns out to be fake; it ends abruptly with the suggestion that you should find something better to do with your time, making the point that you’re not supposed to be doing this. In summary, Undertale gives each player what they deserve. The judgment you bring to the game becomes the way it judges you; the measure you mete is measured to you again.

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Given the current situation, this particular bifurcation takes aim a crucial point. You may have heard that games are undergoing a bit of a “culture war” at the moment, and by “a bit” I mean it’s basically the saddest possible thing. There’s actually a question as to whether games ought to be things that are meaningful to people or piles of numbers and equations for nerds to masturbate over. Undertale responds to this sordid dilemma with a double move: the people who go into it looking for a significant experience don’t have their time wasted, while the babies looking for pointless trivia to obsess over get their bottles. (Again, the problem with this is that the “good” part of the story is completely facile, making it only a weak affirmation. I stand by my original point that Undertale is more clever than it is smart.)

It’s apparent that Undertale hasn’t quite succeeded here, as its popularity has caused the usual suspects to barf out the tiresome “not a real game” accusation. This is because it’s too simple; specifically, it lacks the tediousness and fake complexity that define a “real game.” The reason behind this recurring uproar is that nerds need this kind of thing to feel safe: fake engagement that makes them feel like they’re figuring things out and solving problems when they’re actually just pounding levers in a Skinner box and waiting for a random number generator to come up with the correct value. A game that actually tries to engage them on a personal level without hiding behind “complexity” scares them.

There’s an opportunity, then, for a full manifestation of this approach to deliver a long-awaited coup. By using the dark arts of game design to quarantine nerds within their own desired illusion, forward-looking games can drag this dire medium into the light without having to endure the bile of reactionaries. It’s not everything, but it might just be enough to finally fulfill the command of destiny: kill all gamers.