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majormitch

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Failing Better

"Ever tried. Ever failed. No matter. Try again. Fail again. Fail better."

Samuel Beckett

Next to video games, my favorite hobby is tennis, which I both play and watch a good amount of. The biggest pro tennis tournaments are dubbed the “Grand Slams,” and the most recent one -- the Australian Open in January -- produced an interesting twist on the men’s side. For those not familiar with the happenings of pro men’s tennis, I’ll keep it short and sweet. For the better part of the past decade, almost all of tennis’ most important tournaments have been won by one of four men: Roger Federer, Rafael Nadal, Novak Djokovic and Andy Murray. They are often referred to as the “Big Four,” due to how thoroughly dominant they have been for so long. And with the way tennis works, and the way there is only a single winner at any given tournament (which can have up to 128 players in the draw), that means a lot of other players have been doing a lot of losing for a very long time. You’d be forgiven for thinking, after so many losses by all but the vaunted Big Four, that most pro tennis players would be ready to throw their hands up in exasperation, say “to Hell with it” and go find something more productive to do.

Stanislas Wawrinka did what few others have done during the
Stanislas Wawrinka did what few others have done during the "Big Four" era.

The alternative to that approach is to take something from those losses. Traditionally, you gain confidence from winning, but what if you could gain something from losing? What if you could use those losses to fuel you, to learn from your mistakes, to make you better and stronger? At least one man has done this in pro tennis: Stanislas Wawrinka. He recognized that he and everyone else kept losing to these same four players over and over, that the Big Four were simply better than the rest. Rather than bemoan that fact, he decided to focus on something other than beating them. He decided that if he was going to keep losing like everyone else, then perhaps he should try to lose a little better, to improve with each loss. He embraced the idea so fully that he had the above quote tattooed on his arm. He kept trying, and he kept failing, but he kept working on improving, and each successive failure was better than the last. Eventually, after more than a year of steadily better failures, he managed to do what almost nobody else has done for a decade: he beat the Big Four and won a Grand Slam at the 2014 Australian Open.

Wawrinka’s win was inspiring for any number of reasons, but most of all because it was no fluke; this was the result of hard, diligent work by a man who’s been on the tour for a long time, but has always been overshadowed by the legends of the game. He didn’t let those continuous losses against the top players set him back or bum him out, but instead used them to get better, slowly but surely, until he finally broke through. I find this idea of “failing better” fascinating, and I don’t think it’s limited to tennis, or even sports in general. Wawrinka’s win prompted me to think about many of my own failures, in all areas of life, and how I have often learned from them to become, in my mind, a better and stronger person. Nobody’s ever perfect, and my own mistakes can provide the most poignant, resonant lessons I can ever learn, and give me the experience to hopefully avoid making similar mistakes again.

Perhaps nowhere is that more directly applicable than in games of all kinds, from sports to our favorite pastime here on Giant Bomb, video games. Games often have binary win/lose states, which can make your successes and failures even more transparent. The downside of that is that you can’t run from your failures very easily, and you can’t shift the blame somewhere else. If you lose a tennis match or a round of Street Fighter, that’s on you. It extends to non-competitive games just as easily; you die in Super Mario Bros. because you messed up, plain and simple. That can sound overly harsh, and it’s easy to see how that could be stressful and/or frustrating for people at times, but there’s an upside as well: with your failures being easier to see, it’s also easier to learn from them. And if you can learn from them, you can use that knowledge to help you do things that initially seemed impossible, as Wawrinka has shown. His win has led me to consider how I look at failure in video games, which I tend to see as a positive, instructive force.

Video games can use player failure as a powerfully instructive tool.
Video games can use player failure as a powerfully instructive tool.

To avoid going in circles, it might be best to use a strong example for illustration, and what better game to examine than one known for inviting failure: Dark Souls. It’s often been said that Dark Souls (or any Souls game) is strict but fair, and that when you die you know it’s your own fault. That second point is one I iterated above: you can’t run from your failures in a game. Dark Souls, more than most games, refuses to hide that fact. It never takes the blame for itself, it never sugar-coats your deaths, and it never tries to hide what you did wrong. The message is often clear, and usually along the lines of “You were too careless”. All of that works, however, because Dark Souls applies its own strict set of consistent rules. Video games can be surprisingly great teachers, and from my experience the best teachers are the strictest ones. Dark Souls is one of the strictest, and I think that strictness is one of its greatest aspects. There’s no bumbling your way through, hoping for the lucky headshot or the random dice roll to work in your favor. Everything in Dark Souls is calculated and raw, and it never deviates from the ground rules it lays down. That consistency is what makes it fair, and what makes it possible to learn from your mistakes. There are very few meaningless deaths in Dark Souls; each is a lesson to be considered carefully, and Dark Souls is a strict teacher that won’t let you pass until you learn damn near all of them.

The result of all of this is that by the time you beat Dark Souls, you feel like you’ve earned it. You feel like you’ve genuinely improved over the course of the game, that you’re in a different place from when you started. It feels like it was no fluke, just like Wawrinka’s win wasn’t a fluke either. I use Dark Souls as an example, but many video games of all kinds use failure as such an instructive tool (some do it better than others, and there are plenty of bad ways that games use failure too), and I’ve always preferred video games that challenge me and allow for failure. I’m not sure I’ve always understood exactly why, but Wawrinka’s win has made it pretty clear: without room for failure, there’s no room to learn. I can sometimes get bored in a game that’s designed such that I never fail, because I don’t feel like I’m going to improve or grow in any tangible, meaningful way. That’s not to say that I can’t enjoy games for other reasons, or that easy games are always a waste; the threat of failure can be potentially be instructive enough. But the games I find myself most invested in usually incorporate failure into their core design. It’s a strong feedback mechanism that exists to guide the player’s improvement at the game, and I find that process to be one of the most satisfying aspects of the entire medium.

Video games give us countless blank canvases on which we can paint our own successes and failures, and while it’s tempting to view failure of any kind as a negative outcome, I prefer to see them as a positive force in video games. My failures help me learn and improve at the games I play, and help me push myself to understand and accomplish tasks I might have initially thought impossible, thus enriching the experience. I don’t want to run from my failures; I want to embrace them, just as Wawrinka embraced his and won a Grand Slam. I want to keep failing the best I can.

4 Comments

4 Comments

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ZombiePie

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As a fellow tennis enthusiast I’m guessing you understand my bafflement with modern tennis game design. Every modern tennis game, be it Grand Slam or Top Spin, expects you to win every Grand Slam in a year, and then maintain that quality of play for four to five seasons. Anyone with even a tangential interest in tennis knows that this is a totally infeasible task, but it’s something that every tennis game wants and allows you to do. Tennis games set up these oftentimes unrealistic expectations to provide most players the instant gratification of victory that they are pinning for, but I can’t help but feel like there’s a better option that satisfies everyone. Constantly rewarding players with major victories at every turn of the corner eventually makes them hollow and soulless. The worst part of it is that, as you point out, failure isn’t just not an expectation it’s not even an option.

It doesn’t help that there’s no physical degradation systems, nor have tennis games really done “aging” in any of these games any justice. The possibilities are incredibly interesting, but no one is really doing anything about this.

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Slag

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Edited By Slag

As usual your blogs about Dark Souls really are great at getting to what makes the game so special. I would have never made the tennis connection though, but you're right victory in Dark Souls is earned unlike some games where persistence is merely enough. That's what makes it so rewarding.

Productive failure, a concept of Active learning, is what I think I've heard that technique called elsewhere, it definitely works although it requires significant patience. I think I've always intuitively used it in gaming, it used to be a necessity in the NES era given how much pattern memorization those games often required.

Really though if you think about what it does it changes your perception of the stakes. It makes a big obstacle into a series of sequential smaller more manageable ones. I find that a really really helpful approach in multiplayer games like fighters, RTSes or MOBAs etc. E.g. maybe my goal in these ten matchs of StarCraft 2 is make sure I scout effectively to prevent a proxy base rush, and then once that becomes routine then I work on making sure I produce workers at an effective rate, then after I master than maybe I work on making sure my expo is up by 6 minutes etc etc .

but yeah it's good stuff and it works!

In Wawrinka's case it probably helped too, that the Big 4 probably didn't nearly pay the same attention to him that he did to them. Pretty awesome nonetheless.

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majormitch

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@zombiepie: Tennis video games (and maybe sports games in general, I'm just only familiar with tennis) are weird like that. Realistically, nobody can win every single match they play (though some pros do occasionally go on win streaks). There's too many little factors that come into play, not the least of which is how players feel physically and/or mentally on any given day. But video games can't seem to simulate all those details, you just play AI that follow the same routines every single time, which is winnable every time (if not always easy). I agree that it eliminates the drama inherent to the longer, year-over-year narrative of pro tennis, but I also bet that's a super hard problem to solve. Maybe if tennis was more popular there would be more people out there trying to figure it out, who knows. For now I guess we'll make do with pretty decent tennis simulations (in terms of the nuts & bolts of the actual match gameplay) that fail to capture the larger narrative and workings of the sport accurately. I'm with you though- if they could pull that off it would be really cool.

@slag: Thanks Slag! I think video games (when done well) employ all sorts of powerful learning techniques- in some ways I think they do it better than school or other traditional learning venues. I think you're right that it requires a lot of time and patience though, and I don't begrudge anyone for not wanting to stick with it if they're not enjoying that particular game, but I also think for the good ones (like Dark Souls, or others like StarCraft II as you mention) that's a big part of what makes it rewarding. You put in the work and know you legitimately earned it.

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chaser324

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chaser324  Moderator

I hate responding with an internet meme, but I think it follows from the philosophy you're trying to get across. I don't know if it's a personality flaw or what, but I've definitely found that failures do tend to stick with me a lot more than my successes and inform my own improvement far more than anything else.

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