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🕹️ The fearless style in gaming

Back in Pleistocene when I was in grade school and still had dozens of hours per week to spend on PC games and when computing power and storage space were so precious that even quick-save — forget about autosave as the feature was yet to be even a glimmer in game developers’ eyes — were just not a thing, my obsessive tick which I repeated every 10 or so minutes was to stop whichever game I was playing at the time, go to the menu, and save my spot, “just in case”. This is when saving the game carried weight and you could name each time point, all of mine being named just that: “just in case”, or rather, its abbreviated Serbian equivalent “ZSS”. I rarely ever reloaded since these were mostly Sierra and LucasArts-style point-and-click adventures in which it was quite literally impossible to get stuck or make a wrong move, or early RPGs like Lands of Lore which, OK, had its challenging moments, but certainly not enough to warrant 10-min saves.

Fast forward three decades, when my own children have in that regard fallen so far away from the tree that they’ve landed on the gaming Moon [Note: Fallen upward, clearly. There is nothing wrong with this metaphor. Please carry on. ] where the abundance of autosave has destroyed any spot-saving reflex they could have possibly had and with it also any sense of dread for things to come. I was reminded of this stark difference after JTR wrote about his own fears playing Subnautica. There is a link there but it leads to a “Page Not Found” even though the article came through in the RSS feeds and I don’t know if this was a feed-only post or a Micro.blog bug so I will quote liberally here:

The first time I played, the game had the element of surprise. I remember my first reaper: it came out of nowhere and grabbed my Seamoth like a plaything. I yelped, slammed the Alt+F4 keys, and stomped out of my room as white as the hallway wall I was leaning against, mumbling “oh my god” over and over. Now I know better. I know where they are, I can see them in the distance, and… I’m still scared. But I go ahead anyway. The fear is not pushing me away; it’s teaching me to be prepared. The only thing that’s really scary is fear itself.

See, I never played Subnautica but if I did my playing style would be not much different from JTR’s. Not so for my (nearly) seven-year-old who zips over and across and around reapers and dies and loses some of his supplies and shrugs his just-out-of-toddlerhood shoulders and gets at it again. And if you think that’s because he’s too young to know better you haven’t seen his older sisters play a time challenge level of Astro Bot, a game which severely punishes any hesitation, unnecessary pausing and haphazard jumping.

This is one way of many ways in which the kids are better than their parent, and I put much credit in the autosave abundance!

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