"The Frustration Gradient": Why Do Impossible Challenges In Games Draw Us In?

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Blind0bserver

Blatant Narcissist
Mar 31, 2008
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It was a scenario that was going on intermittently for a couple solid hours today. The game was none other than Mirror's Edge. It was late into the game in a building with lots of yellow and lots of scaffolding. There's this one seemingly impossible jump that I just couldn't make.

The jump is one itself that not even the creator of parkour would try, probably because he knows better. Several stories up, you have to jump off a balcony and run along the wall a short distance before sharply and quickly turning 90 degrees to your right to jump off of the wall to grab a piece of scaffolding opposite of said previously mentioned wall. Out of, for example, the 200 attempts that I did, this is what happened:

  • On fifty of your attempts you die for various reasons before even reaching the above-mentioned seemingly impossible jump.
    Out of another fifty attempts you die because you tried to turn and jump to the scaffolding before your feet even touch the wall across from it.
    During twenty-three of your attempts you accidentally wall-run completely across the wall, missing your target completely and falling several stories downward.
    On thirty-four of your attempts you hit the "turn around" button in an effort to turn fast enough to make the jump. Instead it makes you do a complete 180 in mid-air so you can watch the ceiling get farther away from you as you fall.
    In twenty-six of your tries you successfully jump off the wall and turn, but miss the scaffolding completely and end up as a stain on the concrete floor below you.
    During another sixteen attempts you again successfully turn and jump off the wall, but again miss the scaffolding. Instead you fall about a story before grabbing onto a pipe that is part of the scaffolding structure. Since there is nowhere safe to jump to from that pipe your hanging on, your only option is to just let go and welcome the sweet release of death.
    Finally, during one attempt out of 200 you manage to pull of the maneuver flawlessly and get onto the piece of scaffolding. You then proceed to screw up the next part and fall back onto the story of the building that you were just on. The fall doesn't kill you, but the one from attempting to get onto the scaffolding again does.

Again, this is what my gaming experience has been like so far today. I know the problem isn't glitches in the game that make a ledge grab go unregistered and so on, the issue is that I'm just a fuckup. Either way, it's perfectly reasonable that I would get a tad bit frustrated. Yet after killing this poor girl Faith more times than I could keep track of and even turning off the game in anger on a few occasions, I continued to go back to it to try it again.

What, exactly, kept driving me to try to pass that same annoying little roadblock in the game over and over again? Was it the fact that I had just spend fifty dollars on it and didn't want to flush my money down the toilet by simply abandoning it? Perhaps, but there's got to be more to it than that. I think that it's the challenge itself. That jump wouldn't even be in the game if it couldn't be done, so by that logic I can do it if I keep trying (and I actually did on one occasion so far). There were several other parts of this game before this one that resulted only in a pathetically large number of deaths, and yet I kept trying and ultimately felt pretty damn good after finally besting it.

So this is the question that I'm asking all of you, one that dates back all the way back to the days of Super Mario Bros. to every game onward. Why is it that frustration in games keeps us going? Why does repeated failure while attempting challenges keep us playing a game despite it getting on our very last nerve? Is it the feeling of accomplishment you get when you finally succeed? Is it for bragging rights to make you feel better for failing so many times? It is simply so you can say you defeated the game's challenge so you can feel superior to it?

There probably isn't any one answer to this because everyone's personality is different and because of that they get motivated by different things. The only thing I am sure of is that everyone's reason for why they keep playing isn't so they don't feel like they just wasted fifty bucks.


~Van

P.S. ~ I am well aware that I apparently suck at Mirror's Edge, so don't even bother wasting your time by pointing it out.
 

Eclectic Dreck

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Sep 3, 2008
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It is an interesting question. In the modern era, I tend to attempt challenging things in Xbox games if there is an associated achievement - something about that meaningless award that no one ever sees makes me see some things through to the end that I normally wouldn't.

Of course, before achievements, often I tried things because the act of attempting the seemingly impossible was entertaining. I recall the original ghost recon had a variety of challenges to attempt to unlocked new weapons and the like. One of them involved playing through the last level of the game, using the Recon game mode (it requires you to walk to multiple points in the map essentially) by yourself on elite difficulty using only the M24 sniper rifle and grenades. What made it so difficult was the simple fact that the weapon itself was poorly suited to the engagement. Every shot you took forced you to reload the weapon again (apparently, working the bolt takes as much time as changing the magazine on a weapon). To make matters worse, the weapon was fairly weak (it usually took a head shot to achieve a kill in one shot). Even worse than that was the simple fact that you only had 75 rounds and there were 50 targets that you are almost certainly forced to kill. There were many times where I managed to never die to the horrible onslaught of enemies only to run out of ammunition half-way through the level. Compounding all of it even further, I was playing the game on a 7 inch LCD screen (I was deployed at the time).

Eventually though I did manage to win. In what can only be described as a moment of zen I managed to drop all the enemies without even being wounded and had ammunition to spare. After attempting that same challenge dozens of times I finally beat it. It wasn't really worth the trouble I suppose, but it DID keep me entertained.
 

JMeganSnow

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Aug 27, 2008
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I think it comes down to a combination of factors in my case.

Plotchasing: This is like ambulance chasing, only for plot. I want to see what happens, so I keep going. This is also why the END of the game MUST be AWESOME or I get PISSED. For games without a real plot, this is more "area chasing"--you want to see the next area.

Almost-had-it-that-time: Usually, after a certain amount of practice I get better. So I keep figuring that I'll finally stick that landing if I just . . . try . . . one . . . more . . . time . . .

In the Groove: It takes a certain amount of mental effort to switch tracks from one task to another, so once I get in the "playing this game" groove it actually takes more effort to stop and do something else.

Bloodymindedness: Am I gonna let this electronic piece of crap BEAT me?! Am I such a twit that I can't even PLAY A GAME successfully?!?! SCREW THAT!!!!! I WILL BE ENTERTAINED!!!!!!

Ahem. Well, that's what I came up with off the top of my head.
 

Jumplion

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Mar 10, 2008
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This topic instantly reminded me of the "Impossible Challenge" from Ratchet and Clank: Up Your Arsenal.

60 waves of brutal hell...

I upgraded my shield gun for that specific challenge, and even then I nearly died at the end!
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
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Going up against impossible odds makes you feel like you have achieved something by winning.

Smart ass Souplex fun facts: Every time you beat Metal Slug 3 without using a continue your junk gets a little bigger.
 

Draygen

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Jan 7, 2009
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My wife was playing some platform game on the PS2, and got stuck. So as usual, she made me help her with it. After literally hours (off and on, not consecutive) of trying everything reasonably imaginable, we had just about given up. She put down the game for months, then one day picked it up, started the process over again, and got frustrated again. After probably a year of on and off trying it, she managed to happen to just barely make a random leap of faith to a platform that there was no way of seeing no matter the angle, and finishing the game. Yeah, frustrating elements just to fuck with you really irritate me.
 

ShadeOfRed

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Jan 20, 2008
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Well, with me, I eventually get into the mindset of "I bought this, I will be entertained." That's why I love Mirror's Edge so far, as well as Ikaruga.
 

Blind0bserver

Blatant Narcissist
Mar 31, 2008
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Jumplion said:
This topic instantly reminded me of the "Impossible Challenge" from Ratchet and Clank: Up Your Arsenal.

60 waves of brutal hell...

I upgraded my shield gun for that specific challenge, and even then I nearly died at the end!
Good god, you have no idea what kind of Vietnam-style flashback you just made me relive by reminding me about the "Impossible Challenge". 59 waves of countless enemy hordes, a couple bosses and random traps and arena changes. If that wasn't enough wave 60 was a fight against some kind of centepede robot that I swear to god was made out of those bomb thingys that fall out of the damn sky during the boat part of Half-Life 2. The strategy I was told was that you had to level up during the challenge to fully restore your health.

*sighs* If I didn't have to re-buy all of my ammo each time afterward it would have been worth it for the bolts alone...

Souplex said:
Smart ass Souplex fun facts: Every time you beat Metal Slug 3 without using a continue your junk gets a little bigger.
When I read this I laughed so hard that I nearly coughed up a lung.
 

Jumplion

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Mar 10, 2008
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Vanguard1219 said:
Jumplion said:
This topic instantly reminded me of the "Impossible Challenge" from Ratchet and Clank: Up Your Arsenal.

60 waves of brutal hell...

I upgraded my shield gun for that specific challenge, and even then I nearly died at the end!
Good god, you have no idea what kind of Vietnam-style flashback you just made me relive by reminding me about the "Impossible Challenge". 59 waves of countless enemy hordes, a couple bosses and random traps and arena changes. If that wasn't enough wave 60 was a fight against some kind of centepede robot that I swear to god was made out of those bomb thingys that fall out of the damn sky during the boat part of Half-Life 2. The strategy I was told was that you had to level up during the challenge to fully restore your health.

*sighs* If I didn't have to re-buy all of my ammo each time afterward it would have been worth it for the bolts alone...
...oh god...you have just sent me to a World War 2-style flashback....

FFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKK
 

Nigh Invulnerable

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Jan 5, 2009
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Guitar Hero 3 and "Raining Blood" is something I've pounded myself against repeatedly. So far I've managed it once on Expert. I realize I could use the Practice mode or whatever and I do get the patterns I'm supposed to hit but my fingers just won't do it as fast as needed for the song. Sometimes I think Kerry King and Jeff Hanneman just wiggle their fingers around the fretboard for the hell of it and call it a song. Bastards.
 

Calax

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Jan 16, 2009
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I honestly don't touch games that are considered "extremely hardcore" by that I mean stuff that's designed for people who like pain. Example: Contra (sans code) Metal Slug (sans infinite continues) and the Ninja Gaiden series.
 

coldfrog

Can you feel around inside?
Dec 22, 2008
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I remember in my glory days of this back in 2000-something, I first played Ikaruga. I was immediately drawn to the beautiful graphics, the simple concept, the tremendous bosses, and the awesome robot sound. And then I beat the first level, no problem. In fact, I beat the first two levels with very little fuss (though the second boss was pretty trying). "What's the big deal?" I asked my friend who had so conveniently forget the most important part of the game before this. Before he told me that, however, he let me get to level three. At which point I promptly died twice in a row because I had no idea how to maneuver those tricky boxes that shoot the crap out of you. "OK" thought I, "I could beat this level next time fairly easily, it's just a matter of remembering what is where. However, then he threw in this convenient observation: "Oh, by the way, the only way to get a worthwhile score and extra lives is by chaining three enemies of the same color together in a row. Also beat the bosses as fast as possible by attacking them with the opposite color where appropriate to get an even higher score."

"Oh, that doesn't sound too hard" I thought. He let me play again. I died three times in the first level before I even got to the boss. He let me continue to the second level, at which I used at least 6 more continues. All for the love of that chain.

Maybe I'm a slave to repetition, but to me the challenge is all about making it a little further than before until, before you know it, you're there.
 

NekoAnastasia

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Jan 16, 2009
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I'm the opposite :/ I'm really scared of dying in games, so I try not to play ones that can kill me really easily (most of them) and stick to boring old turn-based RPGs, so I can plan ahead and grinf like crazy.
 

Praelanthor

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Jun 2, 2008
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in easy games theres a lack of fulfillment yea sure im playing on hard difficulty buuuut im just breezeing through this (im looking at you star wars TFU)and with that lack its just not interesting for long