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Off the Clock: High Speed Expertise

Over the last week I've been watching some speedruns from Awesome Games Done Quick. Here are some thoughts.

Welcome to Off the Clock, my column about the things I do when I’m away from the office. This week I watched...

Games At High Speeds

TASBot is strong and real and my friend.
TASBot is strong and real and my friend.

Awesome Games Done Quick 2016, the latest event in the biannual speedrunning series, ran from January 3 to 10, and I’ve been trying work through bits and pieces of it since then. The week long marathon can be hard to parse, so I figured I’d highlight a few of the runs that I most enjoyed. I want to do that partly just so I can share what I liked with you, but also because it's an excuse to allow me to work through what it is I actually like in a speedrun.

When I first watched a GDQ marathon years ago, it was all so fascinating. I’ve compared all of this to the sort of exhibitions put on display by Olympic athletes before. When I watch the Olympics, even for a sport I’m not particularly interested in, it’s hard not be amazed. Wow, a person can do that? The same was true for GDQ’s speedruns. There was a spectrum of techniques put on display, from simply executing on a game’s “normal” mechanics with supreme efficiency and skill to identifying and utilizing “exploits”--glitches, oversights, and strange mechanical interactions that allow players to do something with a speed that regular players would never obtain. After a lifetime of being knocked into endless pits by pixelated birds, I saw someone beat Ninja Gaiden in 11 minutes. Wow. A person can do that?

But in the intervening time since the first GDQ event I watched, I’ve found myself struggling to remain interested throughout entire marathons. Where once I was amazed by the novelty of speedruns, I’ve become a little more picky. That’s not necessarily a bad thing. It just means that I’m familiar enough with this sort of thing to figure out what exactly it is that I enjoy about the process. So, with that said, here’s what I was taken by in last week’s event.

Kaizo Mario Bros. 3

"Kaizo" means something like "to restructure," appropriate, since Mario is about to be restructured by those spikes.

Not only is speedrunner MitchFlowerPower incredibly skilled, but he and the crew of commentators use this super-hard Super Mario Bros. 3 hack as a jumping off point to issue a fascinating critique of the original SMB3. And y’all know how much I love fascinating critique.

Theirs goes something like this: Kaizo Super Mario Bros. 3 is built in a way that requires the player to skillfully utilize a bunch of mechanics that were present in SMB3, but which were unnecessary. This is the sort of stuff you might be used to seeing if you’ve watched any of the Dan-Patrick feud that’s been running over the last few months. Shell-jumping, double-jumping with kuribo’s shoe, p-switch management, stuff like that. In this way, the commentators suggest that Kaizo Super Mario Bros. 3 better uses Nintendo’s design than Nintendo did.

It’s a simple critique, and one that I’m not sure I fully agree with. I’m a big fan of games with flexible solutions and Kaizo games are anything but flexible. But it’s still a sharp thing to recognize, and it’s being able to communicate this sort of knowledge that makes some speedruns so fun to watch.

Super Mario Maker Team Relay Race

Yes, more Mario. But hey, we like Super Mario Maker a whole bunch around these parts.

Unlike the majority of AGDQ events, the players in this race were going into levels having never seen them before. So while other runs were about displaying perfect execution of a planned and practiced strategy, this race was about utilizing broader knowledge about Mario to solve difficult challenges. And because it was a team event, it meant doing that together with teammates.

It is amazing how quickly these teams master some of the more devious levels in this race.
It is amazing how quickly these teams master some of the more devious levels in this race.

The race was tense and the audience was electric throughout. That was at least in part due to the great commentary, but also because it was very easy to follow the action and understand when one team or the other pulled ahead. It is so often the case with speedruns that there is a real gulf between runner and audience knowledge, leading it hard to determine whether a player is progressing at good pace (more on this later). But in a race with clear checkpoints and win conditions, it's easy to follow along and get caught up in the hype. I'm glad the whole event isn't filled with races, but they're a great addition to the schedule nonetheless.

The TASBot Block

This block of speedruns dismisses the idea that Games Done Quick marathons are meant to highlight the manual dexterity of its human performers. Instead, it highlights how mutable games are once the limits of a human operator are taken out of the picture.

The “TAS” in TASbot refers to a tool-assisted speedrun, meaning that the “runners” in these exhibitions are people who programmed a sequence of frame-perfect button presses that allow for results that push beyond natural skill and sometimes even beyond the intended limits of a game’s programming.

God, just... look at this beautiful mess.
God, just... look at this beautiful mess.

From this Mario Kart 64 run (during which TASBot completes an entire cup in the time it would take me to complete a single race) to this Super Mario Bros. 3 run (which uses a sequence of specially timed button presses to reprogram the game’s RAM live on screen), the things these runs display are just incredible. The highlight is definitely the Super Mario World run, in which the runners reveal that they’ve figured out how to add a Mario Maker style level builder to the game--and then plug that creation tool into Twitch chat… which, of course, promptly breaks it in the most amazing way.

Majora’s Mask 4P Co-Op 100% Run

There’s a point about 43 minutes into this run where the speedrunners--four guys who each play a set chunk of the game--sigh in defeat. “Oh no… he was supposed to backflip over that bomb…” The audience in the room (many of whom are speedrunners themselves) all gasp. But it’s "a prank," the runners say. That death was just one of many intentional deaths necessary to speed through the game in the fastest way possible.

They warn the audience that there will be a degree of unreliability in what will follow: “We’re going to be toying with your emotions basically the whole run.” Link will die now and then, but don’t worry, because that death will be necessary for cutting some corner or for triggering some effect down the line. They add that “there’s probably gonna be a point where it’s gonna be the Boy-Who-Cried-Wolf, where we’re not supposed to die and you guys will think we were supposed to die and, and we’re going to pretend like nothing happened.” I love this so much.

In a room filled with people who also do speedruns, no one (except a very small group which specifically follows the Majora’s Mask scene) will know when a death is intentional or not without without being prompted. That’s how specific and arcane this process is. In this way, speedrunning very different from olympic sports. I’m no figure skater, but I can tell when someone’s fallen down, and I assume that competitors can tell when an opponent has stumbled more subtly or when they ace their routine with complete elegance.

Also, sometimes these games just break. Here's Goron Link clipping through the world's geometry and into the ether.
Also, sometimes these games just break. Here's Goron Link clipping through the world's geometry and into the ether.

It’s hard for me not to think of speedrunners as scholars. Like academics deciding on a field, speedrunners need to specialize in specific games in order to achieve results (in spite of some commonalities between speedrunning methodology.) As part of this specialization they become experts in the games they run, since they engage with games in a way that the average player never needs to. And I don't mean "expert" the way I might call myself an expert at Knights of the Old Republic II, either.

In a world where games are primarily conceived of as consumer objects, we tend to think of expertise as being knowledge about the game as it’s presented to us by default: You know where Drake Sword is in Dark Souls; I know the secret behind Dragon Age’s Elven gods; she knows each character’s desperation move in Last Blade 2. But these speedrunners have an intimate knowledge that they aren’t supposed to have.

They know something almost metaphysical (but, really, very material) about how these games function as pieces of software and design. Throughout this speedrun, the runners again and again reveal some special knowledge about the way Majora’s Mask is programmed or how some gameplay system actually operates. If this isn’t Software Studies, I don’t know what is.

If you wanna dig through the marathon's videos, you can find them right here.

I’ve also been reading about...

Speedruns... again

About halfway through writing this piece, two of my favorite game critics wrote about their own experiences watching speedruns.

First, Carolyn Petit knocks it out of the park.

It gives life back to video games. Speedrunning reveals to me just how little I know and understand about the games that I thought I knew and understood so well, games like Super Mario Bros. and The Legend of Zelda: A Link to the Past. There’s an intimacy to it, a breaking past the surface. Speedrunning reveals to me that almost every game is full of secrets; not the kinds of secrets that designers place in games for players to find, but secrets that the designers don’t even know about or intend, secrets that are the game’s own, things borne out of the process of its creation.

Carolyn gets directly at some of the stuff I'm grasping at above, and I highly advise a read.

Second, Alex Piesche expands on the paragraph that I read aloud during last week's Beastcast.

It's a long weekend here in the US, and I'm going to take much of next week off, so there won't be another column until the week of the 24th.

What I do have for you, though, is your weekly question. One of the reasons that speedrunners learn the ins-and-outs of a game is because they love it so much. So, how do you show your love for games that you adore?

Have you learned to speedrun something? Or do you play the same game multiple times (and maybe at a slower speed)? Do you explore your favorite game worlds by creating fan art or fiction? Have you ever used a game you love as inspiration to create your own game? There's a huge range of possible answers here, and I'm looking forward to seeing what you have to say!

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hassun

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Edited By hassun

No mention of the Kleptastrophe?

I think the GB community is pretty proud of that one!

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Linkin10362

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Edited By Linkin10362

My favorite game of all time is Resident Evil 4. I've probably beaten it over the last 10 years around 30 times (You know, since it's come out for almost every console imaginable and I played it 5 times each at least with each release). With each play-through, I found ways to cut down on time and eventually just fly myself throughout the entire game faster and faster. While I could never reach the levels of pro speedruns, I enjoyed myself trying to beat my own times glitch free (No Ditman here). I still can't really say that I'm sick of the game. If it ended up releasing for Xbox One right now, I'd probably hop right back into it. I was previously so fascinated by the game that myself and a few of my friends created a Resident Evil 4 Text Based RPG on our former Role Playing website and brought our own custom characters into the scenarios of the game.

It's a shame that I didn't dive into Resident Evil 5 as hard as I did 4. While I did ultimately enjoy it, it didn't have the staying power of its predecessor. And don't get me started on Resident Evil 6...

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deactivated-5ec9d6abe2ca2

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I loved Morrowind so much that I created a canonical sequel to it, "Morrowind 2". The Elder Scrolls Construction Kit was a lot of fun to play with. Check it out if you get the chance.

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bVork

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I become sort of an evangelist for the games I love. I try to convince others to play them and then ask those people their thoughts about the games. I find it fascinating how many different perspectives and approaches there can be for a single game. I don't get offended if people didn't enjoy something that I love: I find it interesting when people dislike something that I adore, because that illustrates an approach to games very different from my own. And this works both ways: I pay attention to what games others really enjoy, ask them for recommendations, and try their favourite games out for myself.

As people on the Giantbomb IRC channels know all too well, one of my current favourite games is Dariusburst Chronicle Saviours. I'm happy to expound at length about how great that game is to anyone who will listen. Anyone want the pitch? :)

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TheMasterDS

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I've pulled from DKC all the time in my Mario Maker levels. I consider them to be the best 2D platformers around so taking queues from them makes me happy. Sometimes it's just been the basic idea like in Saunter/Halt Station which was inspired by the iconic Stop & Go Station. The basic idea is that you hit P Switched to stop conveyors which otherwise make Dry Bones move way too fast to just jump on. It can also be more direct like in my one underwater course, The Reef With A Heart of Gold which in addition to a slight Lava Lagoon influence borrows a good bit of geometry as well for flourish. A lot of the time it's just basic level design principles. DKC is the best, my levels are solid. Check out all 32!

I also replay classic games a lot. Used to try to get my times for Kazooie and Tooie down until I saw runs of both. I had been happy doing it once a year getting around 6-7 hours for Kazooie and around 12-14 for Tooie. After seeing what could be done I felt like I didn't need to do it fast anymore because someone else can do that better and in less time. Part of this was speedruns replacing replaying games for me. After all, why spend 7 hours replaying a game when you can spend 1 hour watching it be replayed? Much more time effective way to go down memory lane.

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MilesTheWolfman

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I show my love for my favorite games by speedrunning them, of course!

I currently hold the world record for the fastest completion time with warps in Battletoads on Sega Genesis, which can be found here: https://www.youtube.com/watch?v=7ik4Q8Fo1XY (Note: The timing is currently in contention. The title says 25:59, but it might actually be 25:50 due to a different timing method that I wasn't aware of. Whoops? Either way, it's still the fastest known time on record using warps.) It's a labor of love for me, since the game is incredibly unforgiving with mistakes, though not inherently difficult for someone that has played it literally hundreds of times.

I've also dabbled with running Final Fantasy VI, though it's difficult to devote almost 4 hours to the run.

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FrontierWhiskey

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Carolyn Petit's quote is great. I'll read the rest.

Only one game ever brought my 12 year old self to hot, angry tears, and that was Ninja Gaiden (NES). For some reason I became obsessed with finishing it, and played it so much that eventually I could get through most of the game on muscle memory. I was fortunate as a kid to have not a ton of games but enough that sticking with something like Ninja Gaiden was kind of an outlier; when I got bored or frustrated I generally had something else to play.

My point is I played that game a lot, and it's one of the few games that I ever felt anything like mastery of. I did finish it - one time, after that I was well and truly done with that thing - but the brief feeling of total command over parts of that game is likely the closest I'll ever get to the level of skill those speed runners exhibit. And it was a really good feeling, being that good at something, and it's fun to see that proficiency taken to such a high level.

Have a good vacation, Austin!

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Death_Metalist

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Edited By Death_Metalist

Good to know you checked out AGDQ, Austin. It's always a great time of the year, SGDQ coming up next!

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iam3dhomer

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I speedrun Spider-Man for the SNES, but it's that deep love that comes from having smashed my head against that game for years as a kid. It's just full of mean parts that required so much trial and error to figure out and be able to pull off consistently.

I think a lot of speedrunning has more to do with that kind of familial love, or connection in the soul, rather than just simple affection.

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taufmonster

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Edited By taufmonster

I would certainly have to disagree that Kaizo Mario 3 is better than Mario 3. Perhaps it's better /for them/ but having to know the precise mechanics of an item or how it interacts with another can be a significant barrier to most players.

It's been something I've been struggling with as I've been working on Mario Maker levels. Since a Mario Maker level has only one exit, how do you make something that rewards skill but is accessible to all? Mario World had multiple exits on some stages and while finding that special exit was generally harder it rewarded you with secret areas. Mario 3 only had a few levels with secret exits.

I'm perhaps a weird Mario Maker designer, though. I'm not trying to make hard or gimmicky levels, but instead am trying to make Nintendo-esque levels.

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BBAlpert

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How do I show love to games I adore? I vote on the GB forums to get some of my favorite video gamesmen to play it on a stream. And after a few attempts, it finally worked!

I'm glad you guys liked (or at the very least, appreciated certain aspects of) Toonstruck, one of my very favorite games :D

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SchrodngrsFalco

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I know I love a video game when I dive headfirst into the deep end of its lore. I open a wiki and I learn every little detail of every character and every event. I know what happened but why did it happen? Who all was involved and who was behind the scenes? There's something special about being omniscient about the world/lore of a game you love that can even retroactively make the experience that much better. The last time I did this was with the Metal Gear Series. Learning and knowing all of the events of that timeline is a hearty task but one that makes you feel connected to the fiction and characters.

Those are my feelings at least.

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noblenerf

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@bvork: Evangelism is my method of appreciating games, too. Although for me, it's to myself as much as others.

See, when a game really strikes a chord with me, I just can't get it out of my mind; it's something that rattles around in there no matter what I'm doing--playing or otherwise. I'll think about where the story's going, tactics I can use in the future, or just ruminate about the characters, story, or lore. This works well, because the kinds of games I appreciate most--longer RPG or strategy stuff, or short-ish adventure/experimental things--aren't often the easiest to jump right back into again. And in a way, I'm kinda afraid to replay them again so soon, lest I corrupt my memories of them somehow... of course, at the same time, these games I evangelise are the ones I'm most looking forward to revisiting down the line. There's some quality to them, inherent or imagined, that I want to savour for as long as possible.

(Evangelism opportunity) The most recent game that did this to me is Life is Strange. By the time I finished, it was literally all I could think of for, like, the next week. Didn't want to play anything else or even discuss it, which was odd for me, instead preferring to just let the experiences stew in my mind. The whole of it--characters, story, and world, all--just blew me away.

Yeah... it's complicated. I guess the simplest way to put it is, these special games become a permanent part of me.

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Talon64

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As a kid, the way I'd show my love for favorite games would be to just replay them a ton. I probably replayed a lot of Square's PS1 RPG's more than a reasonable person should, and taken the time to glean everything out of them that I possibly could.

And Final Fantasy IV's probably the game I've played to completion the most, so I was pretty psyched for it's speed run to be capping off ADGQ. And the things I learned about the guts of that game, the programming quirks and glitches (now I know why Asura's Cure 4 never healed her!) were remarkable.

The last game I played that I loved so much that I dug into a little more was Undertale, but with that it was the soundtrack. It was the only music I listened to for a week after I finished it, and before I'd even known what a leitmotif was (when I finally checked out the soundtrack info on the Undertale wiki) I was finding all the connections between the songs.

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speedracer

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Edited By speedracer

I spent the past year and a half or so working to achieve Big Boss rank on every Metal Gear Solid game, in anticipation of MGSV. If you're not familiar, MGS games give you a rank or codename at the end of a play through, which is based on things like how fast you beat the game, how many guards you kill, and how many times you save. The highest rank is always either Big Boss or Foxhound, and to get it you have to beat the game on the highest difficulty in a single-digit number of hours, while never once being discovered or dying, and while killing the bare minimum number of enemies required to beat the game. The hardest one by far was MGS2, which requires you to beat the game on Extreme in under 2 hours with zero kills, zero alerts, zero deaths, 8 or fewer saves, and a maximum of 800 shots fired across all your guns. It was an extremely grueling challenge, but I had a ton of fun doing it. With MGS2 in particular I'm good enough at it now that I could probably start working my way up to a respectable speed run time, but honestly I've had my fill of that kind of play for a loooooong time.

One of many disappointments I had with MGSV was how easy it was to score S ranks. The game is so much more robust than past Metal Gears that I was really looking forward to sinking my teeth in it to "ace" it the way I had the first five, but unfortunately it's just not that much of a challenge to do so compared to the older games, or even the fairly recent Peace Walker.

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Ry_Ry

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Speed running is beyond me. I just no longer have the time. However for the games I love they find a second life in my work. From color schemes to reimagined designs, that is how I continue to enjoy my favorite titles.

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MooseyMcMan

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I ended up replaying the original Mass Effect back in the day a whole lot. So many times that once I decided to try to speedrun it. I think I beat it in around five hours? Which seemed pretty good to me at the time, but I have no idea how fast the actual speedruns are for that game, but I bet they're way faster than that. My fastest time in MGS4 was probably the best "speedrun" I ever did that most resembled an actual speedrun, but I don't actually remember what that time was.

Other than that, all I really do is just replay games a lot. Or try to 100% them. Get all the Trophies or Achievements, that sort of stuff. I write about them too, but I also write about a fair amount of games that I don't love, so that's probably not a great example.

I was about to say that it's been a couple years since I replayed a recently released game within the year it was released, but then I remembered that I beat Bloodborne three times last year, and in the process of 100%-ing MGSV, I ended up replaying most of the missions in that game at least once, so that probably counts too.

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Macka1080

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Great article, Austin! I'm in the same boat as you with GDQs: I pick and choose now that I understand the basic concepts behind speedrunning, and am no longer so enthralled by the simple novelty of it. What I enjoy most, though, is the technical explanations behind the tricks and exploits being executed. Much like Jeff's brief overview of Cheat Engine, I love learning how certain actions will set up predetermined parts of a game's memory to be in such a state that, later on, the game will break in a very particular way, for entertainment or for greater speed. My favourite run of this year's event, Blast Corps, exhibited this brilliantly. (Also, having one of the primary developer's from Rare Skype in during that run and chat about the design philosphies used was just amazing. If you haven't watched it, you would love it, I'm sure).

As for this week's question, I tend to show my appreciation for particular games by exploring their themes and mechanics in critical analysis. This is one of those things where sometimes it seems like I might be complaining, but the only reason I dive so deep is because I love those games so thoroughly. You've mentioned the same mentality before, I believe; we critique that which we love most.

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ArbitraryWater

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The only games I can speedrun with any degree of competence are some of the old-school Resident Evils. I can say with some pride that if you put me in front of the Resident Evil Remake I could probably beat it in less than 3 hours without any practice, though part of that comes from there being a tangible in-game reward for beating it quickly (the Infinite Rocket Launcher). As I've gotten older and don't replay as many games as I used to, that's definitely one of the constants that stand out among the stuff I will go back to every few years.

I also tend to get very vocal about my favorite games that I consider to be niche or under-appreciated. Listen, Resident Evil 4 is amazing. It's still so good. But that's also not an unpopular opinion. Let me tell you about Temple of Elemental Evil... I've written a few blogs about it, gotten other GB bloggers to write about it, and given GOG codes for it away a few times. It's not my favorite game of all time, but it's such a weird, singular thing that I'd like more people to know about.

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kerse

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I wish I could get into speedrunning, but I just don't have the time these days.

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HeyItsDale

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Edited By HeyItsDale

As an aside, if anyone hasn't watched the Blast Corps run and has fond memories of that game, you need to watch it. Incredible level of general skill, some fun exploits, and most importantly, Lead Designer Martin Wakely. He talks a bunch about making the game, and how Rare made N64 games in general. I can't recommend this run highly enough for fans of Rare's N64 output.

Loading Video...

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threeOCT

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Edited By threeOCT

I think one of the first times I ever did something of note in relation to a game I really, really enjoyed was try to write a sequel for it. Chrono Trigger came out around the time I was in middle school. Chrono Cross wouldn't be out for a few more years, but I had devised new time periods and situations for Crono and the gang to go through. I honestly don't remember any of the setpieces or specifics of what I wrote back then, and there's probably little reason for any of it to actually happen given the end result of the actual game. But, it didn't really matter. I wanted more of it, and maybe the idea of a new installment never came to my mind. Still, I wanted it and I'll be damned if I was going to let the lack of programming or whatever else get in my way. I had folders and notebooks full of half-baked ideas for Chrono Trigger 2. They're ideas long lost in time, but once I put them down to paper, those ideas became the first concrete example of what I do to show my love for particular games.

I just want more.

Nowadays, I get that 'more' simply through that game. Not just through playing that game, but in every media form or tangent to it that I can. Mass Effect 2 may have been the greatest example of that for myself in recent years. Even though I liked the first ME, it was simply a good game to me. It wasn't until zeitgeist went into full swing with the sequel that I, in retrospect, can see I was going all-out obsessed with Mass Effect 2. I caught each every trailer and the character reveal video. Oh man, who's the bald chick with all the sick tattoos?Whoa shit, that new asari seems to mean business!I was eating up all the information and I let the sucker's game of pre-order bonus hunting get the best of me. I found myself trying to play through the first game again--thanks to me losing my previous save file-- just so I could take advantage of the import feature. I was already locked in for Mass Effect 2, and the game hadn't fucking come out. But, when it did... it was almost as though other games didn't exist for the rest of the year.

This is no exaggeration. Following its release in January of that year, Mass Effect 2 was quite literally the only game I played for maybe half the year. I think I had finished the game within a week, but I went back on so many occasions. I did all of the DLC that came from the Cerberus Network Season Pass thing, even though the Zaeed mission was really the only thing of value in that whole set of extra content. Of course, when the other pieces came out (Kasumi's Stolen Memory DLC, Overlord, and Lair of the Shadow Broker), I had MULTIPLE save files to work with to see out these extra chapters. I don't have a solid count, but I think I created about 20 to 25 Shepards at one point. I had the seen the end at least that many times, probably more. This is a strange feat for me, because usually when I'm finished with a game, I'm finished. No full trophy or achievement runs. No 100% completions, but things were different almost immediately. Most were New Game+ versions of my original character, but I did at some instance in the year go from a black-haired FemShep to a ponytailed brunette. There was PLENTY of variance. Different classes. Renegade. Paragon. Something in between in however way I could. She romanced Jacob Taylor in some files, Thane in one or two, Garrus at one point (which is a FOOL'S GAMBIT. Shepard and Garrus are, to me, BEST SPACE PALS and nothing more.) and even kept her heart with Liara on some (Kaiden died in my ME1 file, so he wasn't an option until the Genesis interaction comic came in a year later. OF COURSE I bought it and made a couple more Shepards to try those out.

I was pretty sure I tried every option possible in ME2. All crew members survived. Everyone survived. Saving Maelon's date on Tuchanka. Trashing it. Getting Tali exiled from the Migrant Fleet. Revealing her father's crimes and losing her loyalty. Letting Samara deal with her wayward daughter. Failing and allowing her to escape or even taking Morinth on the mission and killing Samara instead. I did so damned many versions of a playthrough. If I missed any possibilities, I wound up finding YouTube channels with the videos of everything I didn't do.

I stuck with for over a full year, even if by that point I remembered there were other games to try. I had probably completely exhausted everything I could have gotten out of Mass Effect 2 by the time preview cycle for the next game had started. Even though I really enjoyed the next game --ending fiasco be damned--, I don't think I have gone that hard into a game since then.

That's always been a good measure for me and games I love since then: just how many times am I willing to go through the same story beats until the entire thing has become well-tread territory? I think I got pretty intense with Life Is Strange last year, but maybe not quite that bad. I ran 2 simultaneous save files while each chapter came out, checked out what I missed when I realized Collectible Mode gave me the ability to see the choices I missed. When the last episode released on Steam before I could download it on PSN, I watched a stream of a guy playing it on YouTube. I then watched ANOTHER stream, where Danielle Riendeau and Patricia Hernandez were finishing. I finished the game myself the following day on both files, deleted one and played start to finish without the episode breaks a month later. I have seen the end at least half dozen times by the time you, Vinny, and Alex starting playing it just so I can see how you all felt it went. You, as well as the other streams, kinda caused the worst backseat driving I have felt while watching a playthrough. I yelled at every time you ran in circles to find something that was right in front of your dumb faces, even though I know for a fact I didn't same stupid-ass thing when I played by myself. Life Is Strange was different from ME2 in that regard, where my investment in the game made me lash out while watching people play. I knew the way to do it and you WERE DOING IT WRONG and THINKING THE WRONG THING. Yet, I knew that the way you were playing was the way you needed to play it. And now that you guys are done with playing it, all I wanted to do is talk about it. Spoiler Heavy. Full discussion type shit. They kind of make me want to write about it. Maybe not a sequel or fanfiction, but I want spill words like some sort of expert on the thing.

I guess in short, I get DEEP with the games I get deep in. They make me want everything it has. They make me want to shake all the content out of the disc until it's totally empty. They make lose my sensibilities for moment. They make me want to talk and write and never stop.

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CJ_Fant

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Edited By CJ_Fant

(This is really long, sorry)

This might seem simplistic, but when I find I really love a game, I tend to share said game. However, I don't necessarily believe "share" captures the heart of my motivations, so I'll use the term evangelize in its place. Perhaps its too pedantic, but I like the word evangelize for a very specific purpose, and I've been looking to blend some of concepts related to my faith and my love of games into some writing. Here it goes...

I grew up in a Christian household, and I still practice Christianity (I work at my church, for quite literally, Christ's sake). The term evangelize has some pretty serious negative connotations. However,I want to reclaim the term from that guy who stands at the corner of my University screaming at my peers (and I) about how awful we all are and how we need grace from a confusingly angry God. This form of evangelism is, of course, extremely ineffective, and hasn't been effective since the days of Sinner's in the Hands of an Angry God by Jonathan Edwards. Faith is inherently an experiential thing, and evangelizing is inviting someone else to experience something for themselves.

I believe games are experiential in the same way. Some games work by simply observing, but if you've never played Dota, no matter how cool a Six Million Dollar Echo Slam looks or how pretty the animations are, no matter how many Kotaku articles you read explaining the play, you won't truly understand the gravity, skill, and excitement involved in the play unless you yourself have experienced Dota previously.

The narrative around games is shifting significantly towards valuing the experience of the consumer over the simple mechanics of the game. For example, I played through Cibele last month, as did many people reporting on games. I thoroughly enjoyed Nina Freeman's game, but it never connected with me on a deep level. Yet many people experienced something deeper and unashamedly reviewed from that perspective. Reading the write-ups of people who did connected with Cibele on a deep level made me realize I missed something in the game, but that something I couldn't force myself to experience. My experience might have been less deep, but it wasn't flawed or less valuable because of that.

To be clear, I'm not discounting an outsiders view, or learning in non-experiential fashion. C.S. Lewis (I know, more religion) describes the value of not discounting any view point in his fantastic "Meditation in a Toolshed". Essentially, what he describes is a scene where you walk into a dim shed with a single hole in the roof, and the differences in the perspectives between just standing outside the beam of light and observing it, or standing inside the beam of light and looking out, through the hole.

This is a lot longer than I expected, so I'll try to wrap it up. The game that came to mind when you proposed this question was XCOM: Enemy Unknown. If I want to evangelize XCOM, which believe me, I have done, in the same way preaching at someone will never reveal any wisdom to them, just simply describing the game's mechanics isn't necessarily describing the game as a whole or even doing the game any favors. So much of why I love XCOM is because my experience with the game was so amazing. I evangelize XCOM because I want other people to experience the game, and hopefully, their experience is meaningful to them just as my experience was meaningful to me (and not necessarily the same). Also, it's nice seeing someone to whom you recommend a game really get into said game. I got my sister (who does not play games at all) to play Journey this past Fall, not because I think the mechanics of that game are inherently interesting or unique, but because the experience Thatgamecompany has crafted is incredibly touching and beautiful. You can't describe that. You can't share that experience with your words. You have to evangelize it.

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jpon87

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I would turn on AGDQ on whenever I got home and just have it run in the background. I did this all week and would end up occasionally getting sucked in. I really got sucked into that FFIV speedrun. I had no idea about the relationship between steps/random encounters/which characters are dead helps them level up.

Now that I'm a little older I play a ton of games of different types to relax so I don't dive too deep after the main game experience. When I was younger with my favorite games, I was never creative enough to try to break them, but in the case of Resident Evil, RE2, and particularly REmake I would get all of the costumes/bonuses, even the nifty unlimited rocket launcher for beating it in under two hours! Another thing my friend and I would do is play through a game for story while recording it on VHS tapes to show it to friends.

We would hit record as soon as the opening cinematic started, occasionally pause recording to save and then rewind a bit to make it seamless, and then continue through. We did this with Metal Gear Solid, REmake, and Silent Hill 2. There were a lot of great memories which is maybe why enjoy watching this site's quick looks so much because it brings up those memories! I almost wish we continued to do this and pioneered the whole streaming video games thing!

Recording playing through these games made me realize why I loved these particular games. It's playing through these fantastic stories that can excite you at any moment in different ways. Then we could watch them again at any moment and discuss variations of that playthrough and the meaning behind specific story moments(particularly in Silent Hill 2!). Keep up the great work on this column Austin! Fantastic as always!

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cooljammer00

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In speaking of how speedrunners show us something even the devs didn't know was there, I assume you've seen that Devs Play series Double Fine does? Well they did one where a speedrunner broke Psychonauts in front of a lot of the developers, who are smiling through (jokingly) gritted teeth and yelling and shielding their eyes as the runner gracefully breaks their entire progression system by doing things like clipping Raz's large head through a wall so that the game thinks he is in a room and assumes he did several steps of a progression chain.

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matfantastic11

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I really love this series of articles. I will look forward to them from now on!

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Giga

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I started speedrunning Luigi's Mansion a few months back after being a fan of the scene for a couple years. I've been pretty infrequent with streaming it over the past couple months but at some point I'd like to get back into it and pick up a couple other games. Perhaps Majora's Mask.

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AndrewJPlant

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at one point when I was just sort of enjoying the environment art of Splatoon I noticed that certain towers were visible from multiple levels and started to try and piece together a world map that placed all the levels in space. I sort of fell off the project and I'm still not sure if it's even possible but there's been some new maps since then, maybe I should take a look...

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musubi

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Around the time Metal Gear Solid The Twin Snakes came out for Gamecube I was frequenting Gamefaqs quite a lot and got in with a group of Metal Gear Solid speed runners.

There was one guy called "Karma Hunter" who was the best out of everyone. Dude posted a 1hr 08 minute run on the Extreme difficulty. No saves, no rations used no kills, alerts ect... it was a damn impressive run. Fun thing about Twin Snakes is its easy to mimic someone's run. All the guard patterns are the same ect... so that is what I did. I spent a few weeks really playing the game obsessively over and over again.

On my best run I managed to get 1hr 20 minute clear albeit on Normal. But still, that was pretty cool. That was my brief but fun flirtation with speed running. I tried getting into speed running resident evil games for awhile but that fell off pretty quick. Haven't really dabbled in it since but at the time it was pretty fun.

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der_hollander

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After proof-reading the content below, I feel like I usually show my love for games is largely on an internal, almost spiritual level of connecting with their universe, where the keyboard or controller are not devices simply for input, but rather a conduit, where the character on-screen and I may communicate as one entity. I never really got into speedrunning, save for Alex Navarro's Brilliant Run of Big Rigs, as I guess it just sort of clashes with my principles of playing games, along the same sort of lines of why you wouldn't speedrun a book, movie, or a painting. This isn't to say that I don't think the pursuit of the speedrun doesn't have merit, those guys do some fantastic technical, non-linear thinking, but it's just not not really for me.

Usually, when I run into a game I just can't get enough of, I like to delve deeper into it both mechanically and into its lore. I guess it varies from game to game. In the case of stealth-action/strategy games, if I get way into them, I try to envision a “perfect game” such as no deaths, or going through every level without being spotted, one-hundred precenting, that sort of thing. Sometimes crazy things happen and I somehow wind up with 4 unique copies of Splinter Cell: Double Agent. In the case of the Splinter Cell Series, Batman: Arkham City and Batman: Arkham Origins, I replay the game over and over, looking for new ways to make a level run as smoothly as possible. Different approaches, different tactics, different gadgets until I come up with a reproducible, “perfect run” where no-one spots me, and there's a minimum of time that is wasted (time spent figuring out enemy reactions, or having something go slightly pear-shaped and having to adjust the run). I'm never after an immersion-breaking speedrun, just a familiarity with the mechanics and AI behaviour that allows me to elegantly move through the game, to eliminate the separation of the player at the controller and the avatar on screen. To me, the epitome of those kinds of games is to really, truly feel like Sam Fisher, Agent 47, Batman, or even the Phantom Big Boss.

On the videogame evangelism front, I love me some strategy games, but I know going in that I'm not very good at them. That doesn't mean that I don't ask every time someone tries to introduce a game to me, “Yes, but how much like XCOM is it?” Or saying that “anything that isn't XCOM isn't XCOM enough.” I think that stems from my very early introduction to economy and strategy mechanics through Mechwarrior 2: Mercenaries and Missionforce: Cyberstorm.

I've also been known to go through games that I truly love in sequential order. I've done a playthrough of Splinter Cells 1-4, in order, about 10 times.

For games where you create your character, I can't help but make characters that go above and beyond what the tools offer, influencing how I play the game. What did Orinn Shepard do on Torfan that has the Alliance brass spooked? Because she's a biotic, did something go wrong, giving her a ruthless, somewhat sadistic mentality? Or perhaps Sarah Shepard, a gifted engineer who hides the pain and bitterness of her lost comrades at the Battle of Akuze behind a wry sense of humour, who found tenderness and a common pain in the brilliant blue eyes of Garrus? Or what of Persephone, descendant of the great Potiphar, the Dunmer who rescued Martin Septim and saved Cyrodiil? What mission was she on that caused her capture at the border of Skyrim? What were her great-grandfather Potiphar's last words, sending her into the homeland of the Nords where the Empire was in turmoil? In my darkest dreams of the forgotten streets of Paragon City, who walks among the shadows but the spirit of vengeance, that haunting visage known as Spektre? Even the nameless Operator, the psychic Tenno who spent many hours honing their mind through education and mental discipline, who found both release and a spirit to guide in Valkyr, and has a spiritual kinship with the Cephalons, curious artificial intelligences who at times can seem more human than the remaining population of the Sol system. I've even started a Saint's Row playthrough from SR2 using a character I made in SR3 in order to fully complete the story of the Boss.

Thanks Austin, I love these articles, they're really great food for thought and I love to learn something new each time.

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YummyTreeSap

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I think one of the great things about speedrunning is that otherwise terrible or mediocre games can make for fantastic speed games. Castlevania for the N64 is a profound mess for casual play, but hot damn can that be a gripping game to watch played quickly. I also tend to really enjoy the Awful Games Done Quick block during AGDQ, both in that I have a grand appreciation of bad games and also that it's a bit more lighthearted overall and the players and commentators tend to be more engaging.

I've vaguely considered speedrunning many times but never actually kept at it. I tend to get bored of games pretty quickly, often before I ever finish them, so it's hardly my style to pound away at one. I don't think I have the timing required for most of them either. But who knows, maybe I'll find something to try one of these days.

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nltm

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The Games Done Quick events always make me wonder why I love the games I do and how I show that adoration, so I'm glad you think the same way, Austin.

For me, it's contributing somehow to the world that the game creates. The games I love do a great job of establishing atmosphere, and that's what's most important to me. And, as a musician, I do my best to capture some of that atmosphere through music, either remixes and covers of the game's songs, or something original (that one was after a long stint with Rayman Origins, which I fell in love with, that track image is just straight up a piece of the background of one of the first levels).

Games are a composite of all sorts of different artistic mediums, from music, to art, to design. To distill it into a cohesive sound, that's what I'm all about. Especially when that sound is distinct and gives me the same feeling as those memories I have of actually playing those games I love.

Back when I first found the GDQ events, it made me want to speedrun, it made me want to pick up games I loved and dissect them in ways I've never considered before, and learn them like a science. But as I got more into it (and I didn't get far, really) I realized I just didn't have the patience to learn all the individual tricks and time-savers that people devote dozens or even hundreds of hours mastering. So I'm content making fanworks, and especially fanmusic, which is always in short, under-served supply. That said, I love how games are expansive enough a medium that people can express themselves in so many different ways.

Keep up the good work, Austin, really appreciate what you do.

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cannonballbam

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@austin_walker

I think it all depends, for me its all about how the game left me feeling. After I finished playing The Last of Us, I never wanted to play it again. I felt I had been an integral part of Joel and Ellie's journey and saw its conclusion.

Where as something like Final Fantasy 7, I revisited it when the PS4 re-release came out and saw a world that I hadn't seen in almost 20 years.

But other times, I feel like I can see a video game mechanically. I have maybe put close to 100+ hours into Metal Gear Solid V: Ground Zeroes, because I have achieved a near 5 minutes and 30 second speed run of the main campaign (no kills, no alarms, tranq. only). I can nearly tell you where every guard's post is and how it changes once you reach Chico.

And whenever I feel like replaying something older like Resident Evil 2 or Metal Gear Solid, I test myself and see how far I can get without saving. Once I get a game over screen, I just turn off the game and feel like I had spent adequate time with it.

Video Games are such a diverse medium/hobby because you can physically interact with it, completely different than anyone you know.

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AlmostSwedish

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I love Morrowind. I measure the quality of almost all other games by how close they come to being as good as Morrwind is. I can (and have) talked about Morrowind to the point where friends start looking at me weirdly. So yeah, that game means a lot to me.

This fall, a friends revealed that he had gotten into it. Naturally, I started talking about all the reasons Morrowind is fantastic and a much better game than Baldur's Gate 2 (his favorite game). At some point he said, jokingly, that I should write a course text book on Morrowind (we are both grad students).

So I did. I wrote a 40 page book about Morrowind, detailing how the leveling systems works, explaining the lore and the varying interpretations of it presented in the game, explaining what phrases such as "n'wah" mean etc. I spent hours reading up on the history of the worlds. At every step, I made sure to explain the basics fully and trying to hint at the more complicated stuff so as not to spoil the joy of exploration and discovery.

It took about a week, but it was worth it. I named it "Wandering and Working in Vvardenfell (the alliteration works better in Swedish) and some time later I handed it to my friend. We had a fun evening playing the game together.

What I found most interesting about the experience is how, in some weirds way, I came to peace with the game. Prior to writing the book, I would compulsively think about the game. Afterwards, I felt like I was done with it. I had passed on all the knowledge I had accumulated over the years since it first released.

I wonder if this is the reason why people write walkthroughs? Have any of you done anything similar?

(Also, I have done speedruns of a few games, such as Braid, Mirror's Edge and Oblivion. It's pretty fun. More than anything though, I like using speed tech when I'm casually replaying a game in order to skip the boring parts of games, such as the combat in Mirror's Edge or the Wind Temple in Wind Waker)

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jagenheim

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I just randomly turned on twitch because I had nothing else to watch. Saw that the most played game was GTAIII, thought 'wth?' and found AGDQ.

Soon after GTAIII however, I saw the showcase of StepMania which was just crazy. It starts out wild and then just gets wilder and wilder.

Loading Video...

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WrathOfGod

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What I do is I think about Burnout Paradise while I'm in the shower, and I grit my teeth, and a clench my fist, and I look toward the heavens/the water faucet and pray for a more perfect world where not only is Burnout Paradise 2 real and my friend, but every game company is able to support their game post-launch the way EA did Paradise.

It's a neat trick that I think you should do with your favorite games, too.

But really, I suppose I just play the games I love again when the mood strikes me. Or, I guess apropos of this article, I watch speedruns or Let's Plays of games I love. Especially games I love that I don't wish to actually play again, such as Goldeneye.

If I had more money and if America had a much better public domain, what I'd do is start a little studio and work to update old games that had "aged poorly" to better mesh them with modern sensibilities. Sort of like what Night Dive Studios or Backbone Entertainment do mixed with what Pac-Man Championship Edition did, if that makes sense. #Goals, tbh.

Sorry I don't have a more substantive answer for this one.

As always, wonderfully written article, Austin. Added those vids to my Watch Later list. Thanks a ton!

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FrodoBaggins

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I stack them on my shelf, from left to right. The game on the far right is my favourite, the game on the left is my least favourite. Everything in between follows this order. I do a separate stack for each console.

This is how I love my love for the games i adore. Nobody knows this but me. And now you.

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FrodoBaggins

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Edited By FrodoBaggins

I stack them on my shelf, from left to right. The game on the far right is my favourite, the game on the left is my least favourite. Everything in between follows this order. I do a separate stack for each console.

This is how I show my love for the games i adore. Nobody knows this but me. And now you.

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Dovah_The_Explorer

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I used to make Let's Plays on YouTube, but this was 7 years ago when there was basically no money to be made from doing it. For me, it was about trying to find the best way to express myself to an audience that, at the time, I didn't have.

Nowadays my way of showing my love of games, is to just speak enthusiastically about whichever game I'm obsessed with at the time, to my friends.

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Redhotchilimist

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Just playing the game is enough for me. Either once, or several times, or watching it again on the internet. In the context of this website, watching endurance runs and metal gear scanlon made me play those games on my own.

I don't consider it a way of showing my love for a game exactly, but it has been nice to play through Dark Souls and Deadly Premonition with friends( and watch the Persona 4 anime with someone too). And that would not have happened if I didn't watch videos beforehand and knew that they were worth playing.

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Nyhus

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I miss Worth Reading.

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Ravelle

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I just randomly turned on twitch because I had nothing else to watch. Saw that the most played game was GTAIII, thought 'wth?' and found AGDQ.

Soon after GTAIII however, I saw the showcase of StepMania which was just crazy. It starts out wild and then just gets wilder and wilder.

Loading Video...

Yeah, those Stepmania people are robots, I don't think that was humanly possible.

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danielkempster

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It feels weird to say it now, but Final Fantasy VII was the game that started my love affair with the written word. I played it for the first time when I was ten years old, and it was the first video game I'd ever played that demonstrated the potential of video games as a story-telling medium. It ignited a passion in me for fantasy literature that's still burning today, not just as a reader but as a writer too. When I revisited the game ten years later, it seemed fitting to marry it with the love of writing it instilled in me. The result was Enduring Final Fantasy VII, a thirty-five part blog series dissecting the game and using my past experiences to determine whether or not it was still relevant in the modern gaming landscape. It was a huge undertaking, but a lot of fun, and a fitting testament to what Final Fantasy VII means to me.

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stratofarius

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Fanfiction!

No, wait, where are you going? Hold on! Hold on!

These days, I consider myself to be a decent writer. A lot of my friends tell me I have great English, I constantly communicate with natural English speakers who tell me I have a great grasp of the language, and I practice it daily in forums. I often say I got here because of video games, but the truth is, I got here because of fanfiction.

It all began in 2005, when I had just watched Naruto for the first time. And I liked it (listen, I was nine back then, give me a break). At the same time, I was also obsessed with another favorite cartoon of mine, Fairly OddParents. And my younger self rationalized that since both of these shows were cartoons, then logically they exist in the same universe. With my brand new computer in hands (which up until then I had only used to play Toontown Online), I visited a Portuguese fanfiction site and started writing a fanfic about Cosmo and Wanda being the fairy godparents of Sasuke from Naruto.

Hold on, I'm getting back to video games, just stick with me.

Around 2007-2008, that's when I first got Team Fortress 2. And, again, I was hooked. That was around the time I made my first (and so far, only) trip to the United States, which had put me in a sort of 'I need to learn English' mood. So when I played Team Fortress 2, I did it on American servers, and I kept imitating what the characters were saying (my mom tells me the worst day of her life was when I wouldn't stop going 'deploy a dispenser here'). Here was a new love of mine, so, I gotta combine it with an old love, right? I pulled up Google and searched for fanfics, and that's when I first got into Fanfiction.net

The first thing I read was a fanfic called Pericolo! Morte! A Team Fortress 2 Fanfiction which I remember to this day for how it captured the quirky nature of the Team Fortress 2 characters (remember, this is 2007, we only had a few Meet the Team videos). Since smartphones weren't a thing back then, I used to print out entire chapters of fanfics and take them to school. Read fanfics at school, go back home and play Team Fortress 2.

Eventually, I started playing other games in the Orange Box, and that's when I found out about Half Life 2. For a young kid who had just learned English, the world of Half Life 2 was fascinating. I wanted to devour it, like a good science fiction novel. That's when I found the works of fanfic author Super Chocolate Bear, who wrote 'novelizations' of every game in the franchise. It was amazing. I would read these over and over, absorbing every little nugget of detail that Super Chocolate Bear put on. In a way, the world of his fanfics became Half Life 2 for me.

That's when I started writing my own fanfiction. I wrote a small one-shot piece about the Space Core after the credits of Portal 2. I wrote about Chell finding the remnants of a city destroyed by the Combine. I wrote about Atlas and P-Body in a quasi-Pinky and the Brain parody. With fanfiction, I didn't just learn more about the games I loved (and why I loved them), I took them apart and put them back together into new things.

Every so often, if I really love a game, I'll look for fanfiction of it. The most creative fanfic writers take what the game gives you and build something so new and so wonderful, you walk out thinking man, I wish THAT was part of the game too! I don't write fanfiction like I did before (in fact, I now deconstruct and reconstruct a game I love through Play-By-Post roleplaying) but I can certainly say reading them is how I show love for the games I adore.

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gamelord12

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So, how do you show your love for games that you adore?

Have you learned to speedrun something? Or do you play the same game multiple times (and maybe at a slower speed)? Do you explore your favorite game worlds by creating fan art or fiction? Have you ever used a game you love as inspiration to create your own game? There's a huge range of possible answers here, and I'm looking forward to seeing what you have to say!

I don't know that I have a pattern when it comes to these sorts of things. I love the Metal Gear Solid series, and in addition to unlocking 100% of the content in those games, I like to play through a completely non-lethal run with no alerts. It might be frustrating to do when you don't know what's coming, but it's a good challenge when you do. If it's a stealth game like Splinter Cell: Blacklist or Hitman: Absolution, where it scores you during and after each mission, I tend to go for a perfect score. If it's a game like Dark Souls or Mass Effect, where multiple character builds are possible, I like to play through with a completely different play style on the second or third time around. In Mass Effect's case, I also like to pay closer attention to the subtext the story is trying to convey. I often don't expect a game's writing to be particularly good, so I can be caught off guard by a game that actually has a message to it beneath its layers.

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Seeric

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As far as showing my love for games I adore goes, I usually do this by trying to share the game via media since I believe this can be a very real way to simultaneously help the developer to obtain additional sales (or just additional attention in the case of freeware) and to likewise help others to find a game that flew under the radar.

If I like a game, I'll usually write and article or a review on it and/or make a video or do a stream of it if possible. However, I do think that misrepresenting a game by hiding or ignoring its faults does neither the audience nor the game itself any favors so I make sure to point out shortcomings as well.

That said, I do often enjoy games which are 'uniquely bad', ones which, for whatever reason, are clearly not good, but which still offer up a profoundly unique and surprising experience, if unintentionally so (I suppose you could call them the game equivalents of B-movies). In cases such as these, I try to make it as clear as possible that the game is not good and possibly horribly broken while also pointing out why the very reasons why it is flawed make it entertaining and possibly worth checking out.

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Speedrunning is fascinating to me, but also something I just barely understand. Good read though, Austin.

While the effort has been minimal as I grew older, games I loved would inspire me to draw. I used to send elaborate drawings of Nintendo characters (mostly Samus Aran) to Nintendo Power constantly, hoping I'd see one of them in the next issue under the highlighted user submittals.

Recently, Axiom Verge inspired me to submit a t-shirt design the creator was running through WeLoveFine. I had never done something like this before, but that game got so under my skin that I was sketching ideas from it anyway, I figured I'd give it a shot. I didn't win or anything, (and looking back, I don't love my submission!) but the process of producing something to show the world how much I loved a game was an amazing experience.