Getting Over It: Humanising Game Design
What's So Great About That? What's So Great About That?
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 Published On Apr 26, 2018

Getting Over It (With Bennett Foddy) is about more than just failure or frustration. From its collaged design to its use of narration, the game seems just as engaged in exploring the relationship between developer, player and gaming culture.

I used a clip from the Game Informer podcast in this video. Listen to their full interview with Bennett Foddy here:    • Bennett Foddy On Designing Great Stre...  

The ‘Reward’ (spoilers): Here’s a little paragraph about the reward to avoid explicit spoilers in the video. If you don’t want to know, do not read beyond this point!
Once you’ve completed the game, and checked the box to promise you’re not streaming, you’re entered into a chat room with everyone else who has completed the game. Here, you can leave a message and read the messages of those who were there before you. In the early days following the game’s release, Bennett Foddy would even come and say hi. I think this is probably the most explicit example of uniting player and developer (as well as one player and another) that exists in the game but I left it out of the essay to avoid spoiling it for anyone who might still be playing. I don’t usually worry about spoilers, but I think these specific circumstances called for extra caution.
Also, I wish I’d mentioned that the rendition of ‘Going Down The Road Feeling Bad’ that is played over the credits of the game is sung by Foddy himself, and that the credits are hand written in his handwriting. Yet more examples of humanisation! No spoilers there, just something I didn’t include and wish I had!
An extra thank you to anyone who took the time to read this too. You’re a star! ★
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