Fall Guys and the Joy of Failure

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And why it’s so bad to roll a stone on a hill.

In Fall Guys: Ultimate Knockout, through Mediatonic and Return Digital, 60 players maneuver with their jelly bean avatars through obstacle courses and challenges, borrowing from TV games like Takeshi’s Castle and Double Dare. Some full courses consist of swings, others are races where groups rush to push a giant ball towards the baseline. In general, failure is a common phenomenon. It’s through design, of course: Fall Guys is a Battle Royale game, designed to remove players from one circular to the next until a sweet bachelor emerges victorious. But wasting on Fall Guys is not a source of misfortune or frustration before you press the button again; in Fall Guys, failure is where laughter comes from.

Unlike the previous stars of the genre (PlayerUnknown’s Battlegrounds, Fortnite, Apex Legends), Fall Guys has no weapons or fight in its game. That doesn’t mean it’s a nonviolent game. At any time, your character is hammer-swept, crushed by giant fans, knocked down by giant bullets and deposited on infinite platforms; that’s what puts the “fall” in the title. All of this is represented by caramel-coated colors and a Looney Toons style. That’s what makes Fall Guys so exciting, and for some, so frustrating: betting Fall Guys is not only accepting, but also accepting, the inevitability of failure.

Fall Guys achieves his fun in defeating in other ways, the first being the brightness of the magic marker that covers the object on the screen. The time is the feature that after a player is eliminated, you have the option to return to the lobby and start a new game, or you have the option to stay as a spectator to see the chaos of the next rounds. Fall Guys doesn’t need you to spend all your time throwing yourself against its hard, merciless rocks. It also needs you to see other people throw their bodies as opposed to the same stones and admit it’s fun.

For many other games, the cycle of attempts and failures at this maximum frequency can be frustrating, however, Fall Guys asks us to place joy in the regime of failure. This might recall the 1955 essay by the French philosopher Albert Camus, “The Myth of Sisyphus,” which deals with the absurdity of fashionable life and the repetitive nature of human existence: “Today’s employee works each and every day of his life for the same task,” and this fate is no less absurd. But this is tragic only in the rare moments when it becomes conscious. Monotony and repetition can drive you crazy, Camus says, but only if you let him. On the other hand, there is a sense of goal and absurd security that has just been put into the state of repetition of the flow. Join a game. Falling off a rotating platform. Join another game. Falling through disappearing blocks. Join another game. Your team loses a mini egg lifting game in a crushing defeat.

And so on, until the end of time.

Through Camus’s lens, we can also see Fall Guys as a meditation on the absurdity of any human enterprise, and how the frustrations of our lifestyle are not necessarily anyone’s fault, but simply the result of being born/choose to play this game. . Apex Legends. You’re here, and as long as you play, you’d probably do anything with your time. It doesn’t matter if you win, because winning is fate. Most of life is an adventure, and in Fall Guys, this adventure leads directly.

Camus’s essay takes his call from the Sisyphus of Greek mythology, who is doomed to roll a stone on a hill every day only to rush down the hill at the end of the day, leading Sisyphus to start the useless business. come back tomorrow. But because of the existential concern of Sisyphus’s position, it cannot be said that he has nothing to do. It has a goal and is second to none, but it’s yours. And in Fall Guys, even if you manage to roll your little pillbox on this hill and you succeed at the top, until the moment you start your next game, you’ll be back on that hill. And you can play! What a sense of the target! In his essay, Camus summarizes his perception of the self-determined goal as such: “The very struggle towards heights is enough to fill a man’s heart. You have to believe that Sisyphus is happy. In Fall Guys, this is especially true, because Sisyphus wears a fun pigeon costume.

While Camus May Be an emblem of the absurdity of life, J.Jack Halberstram’s The Queer Art of Failure, published in 2011, offers us another glimpse of the joy of erasing Guys in Fall: Failure is, Get This, Really Good.

As anyone who has ever played Dungeon World will tell you, failure is the way to gain experience. When he does something and it doesn’t work, now he knows, “Okay, it’s not something you can do.” The same word “trial and error” tells us that experimentation leads to fruitless results, however, by eliminating those dead spots, we can progress slowly towards success. The challenge is that fashion society and video games need you to know that failure is bad. Being fired is frumpy and bankruptcy is widely stigmatized. The words “GAME OVER”, in giant lyrics, accompanied by provocative music, are meant to make players perceive what they just look like and that next time you don’t have to waste, hero, everyone trusts you!

Once again, Fall Guys throws it all away. Failure is not only inevitable, it is hilarious. Rube Goldberg’s environmental hazard machines can hit players in the middle of the map and off limits, and it’s lovely to see. As Halberstam says, “being taken seriously means not being frivolous, promiscuous and irrelevant.” Once we are freed from the desire to succeed purely and completely, and to succeed in a way that has been backed up through existing strength systems (for example, without asking for a prestige quo), we must realize what we want us to be, and we can explore our senses of self through failure. Do those pronouns paint me? Does this fashion sense make me feel fulfilled? No? Excellent! Now I know who I’m not.

The luxury of being, as Halberstam says, “frivolous, promiscuous and irrelevant” provides our sense of self and our definitions of malleability of good fortune. While Fall Guys doesn’t give your avatar much room to be promiscuous (unless those other people are what you love, in which case, hey, love is love), yet it surely delights in the realms of the frivolous and irrelevant. Fall Guys is not the epic war of the other Battle Royals, it has no traditions or background of deep characters. He has silly costumes and a meticulous game that is based on the heavy physics of his global and the inherent comedy of bodies beyond his control.

And from this stupidity comes growth. You’ll be briefed on Fall Guys. You will be informed about methods such as staying behind and letting someone else be the first player to rush through a potentially fake door. You will be informed to control your time when you jump over a reel-shaped obstacle. And you’ll be informed to give up your player’s pride, because no matter what you do, a Fall Guy will fall. As Halberstam says: “Instead of looking for tactics to overcome death and disappointment, the art of failure is to accept the finite, the embrace, the absurd, the idiotic and the desperately clumsy. Instead of resisting ends and limits, instead, let us delight and unite with all our inevitable fantasy failures. This could be the Fall Guys design document.

Since you cannot rule out the greatest threat of failure in each and every shift, you may also settle for it. Nobody starts a game for less than losing, but you know it’s a separate possibility. Not only that, however, when defeat is coming down, it’s fun and harmless, and it leaves the player his dignity because every single thing in this global that resembles Willy Wonka are so absurd, what’s the big challenge you didn’t get on the tile with the right fruit symbol? Another equally stupid circular is about to start anyway. Let yourself be carried away, let yourself be seen as a fool as you walk the screen dressed like a cactus and enjoy the excellent mess. You can also be informed of something.

READ READ: Fall Guys’ Fall Ball Can, frankly, burn

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