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It’s never been more obvious that you suck at video games

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At first From the first millennium succumbed to the unbridled deception around her Super Smash Bros. Millie: I thought I was good. On weekends and weekend nights, from the snuggly seat of my father’s sofa, I slashed the GameCube’s little yellow C stick back and forth, crushing my opponents. And since those opponents–two of my fellow non-consoleteers and my 7-year-old brother–weeped and swore and was told it was time for bed, I thought, “I’m not good at much, but I’m the best at this is the pinnacle of my talents.” That was happiness then.

When a couple older kids later crush I On a install in GAME, which is the British equivalent of GameStop, I was chastised, but not discouraged – a closed miracle, I said to myself. Then I entered a modest size Smash Bros. Tournament hosted by a boy from school. I was obnoxiously confident until about a second into the first match, when my opponent’s Marth began to whip my opponent back and forth, spitting white smoke from her feet. A little while later – as my Jigglypuff was flying through the air like a pink frisbee and I was pretending I knew what “break the wave” meant – I realized that there would be no legends written about me, that on the bell curve of players skills I had been stranded On the top. I was Rate.

Video games have always reinforced competitive comparisons: they are, after all, games. But being completely clueless about your abilities, as you were a kid, could only have happened at a time when the internet was just background noise. Today, fed by our leaderboards and YouTube clips, we know our little island is full of life animal crossing, With its melancholy weeds and aimless paths, it can’t be compared to the sprawling paradise of stately mansions and beachfront orchestras. We know we’re not as good as that Evil spirits The player who wears his underwear before he blocks you. The kill/death ratio is less than ideal, and you know that. In fact, everyone knows that. It was never clear how average we were in matches.

There is an element of nostalgia beyond gaming, which is that having access to large amounts of information about our hobbies makes these hobbies less mysterious. Folklore games like finding the key to the ice in Banjo Kazooie or meow in Pokemon Red used for spreading by word of mouth or magazines; Now you can find it on your phone.

There is a direct line between this change and the consumer competitive spirit that the internet (and of course consumer capitalism underneath) is fueling. Just as a quick surfing of the web can saturate us with a toxic mixture of envy and ambition — people’s outfits on Instagram and their accomplishments on Linkedin — some games put us in an almost generic grueling performance. in his book Critical play and design in the age of gamificationMany modern games are fully ‘saved’, says academic Partik Jagoda. check up Candy Crush Saga, indicates that all achievements are tracked and ranked: players are assigned a numerical score, a three-star rating, and their performance is plotted on a leaderboard, linked to their Facebook. On social media, the player can earn more lives by recruiting and interacting with other players. He explains that the game “maps activities such as social media use and professional competition”, concluding: Candy Crush Saga “It encourages players to develop their own values ​​and compare that value with others online.”


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