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Inside Bennett Foddy's Philosophy — Designing Failure to Fight Meaninglessness
A study of Bennett Foddy (QWOP, Getting Over It) drawn strictly from his own interviews and blog: a philosophy that starts from the paradox that "games don't matter," the obsession of cataloguing frustration by "flavor," his admission that he couldn't beat his own game, the dilemma between encouragement and taunt, and influences from Sexy Hiking to the unfair old games of his childhood. It closes with one paragraph reading him as a designer who fights the absence of meaning.
可读的失败 — 如何让解谜中的死局显形
在解谜游戏里,失败不是死亡,而是死局。从推箱子不可逆的推动,到 Stephen's Sausage Roll 看不见的僵局,再到 The Witness 与 COCOON 不制造死局的设计,本文探讨的不是该不该惩罚失败,而是失败能否被读出来。

