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Staunch Advocate for Challenge: Veteran Designer Defends Difficulty in Games as Silksong Tests Players and Team Cherry Makes Adjustments

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Understanding the Challenge of "Baby Steps": An Interview with Gabe Cuzzillo

Introduction to Baby Steps
“Baby Steps” is a new game that has caught the attention of players and critics alike, developed by Bennett Foddy, Maxi Boch, and Gabe Cuzzillo. Billing itself as a “literal walking simulator,” the game places players in the shoes of a large man in a onesie traversing precarious terrains. For many, like the author, the game’s difficulty feels akin to balancing spinning plates in a wind tunnel—an exhilarating challenge that can leave players feeling simultaneously frustrated and captivated.

The Philosophy of Difficulty in Games
In a recent conversation with Gabe Cuzzillo, one of the minds behind "Baby Steps," the topic of game difficulty emerged, particularly relevant with the release of "Hollow Knight: Silksong." While “Silksong” has garnered criticism for its punishing gameplay, "Baby Steps" adopts a different philosophy. Cuzzillo posits that some games inherently need to be challenging, drawing a parallel with the necessity of spiciness in certain Thai dishes—a sentiment that highlights the player’s enjoyment derived from overcoming hurdles.

The Of Easy Modes Debate
The conversation also touched on the ongoing discussion regarding easy modes in games. Some argue that adding an easy mode makes games more accessible, laying claim to a broader audience. Both sides present valid arguments; as Cuzzillo notes, his design philosophy does not incorporate an easy mode, emphasizing that much of "Baby Steps" difficulty is optional. Players have the freedom to explore at their own pace, finding challenging sections that excite rather than frustrate.

Intentional Difficulty Mechanism
Cuzzillo emphasizes that the difficulty within "Baby Steps" serves a more profound purpose—it’s introspective. The game’s protagonist deliberately rejects tutorial aids to highlight themes of pride and embarrassment. This design choice challenges players to contemplate why they pursue these obstacles and what drives their determination—not unlike the challenges seen in more traditional action titles.

A Playable Experience of Self-reflection
Central to "Baby Steps" is its exploration of the player’s relationship with difficulty and challenge. Cuzzillo notes, “It’s about playing with the character’s relationship with difficulty,” encouraging players to think critically about their gameplay choices. As they navigate the world, self-questioning becomes part of the experience, pushing players to evaluate their motivations and responses to obstacles in a uniquely personal manner.

Communication Through Difficulty
Cuzzillo articulates a compelling viewpoint on how difficulty can serve as a method of communication within games. He argues that moments of challenge often prompt realizations about gameplay mechanics and player skills. Drawing parallels with "Hollow Knight," he reflects on how many players acknowledge their own growth during intense gameplay—an organic, rewarding experience derived from struggle.

Experiences Beyond Completion
An essential aspect of the conversation involves recognizing that not all games require completion for their value. Cuzzillo expresses his belief that many valuable experiences come from games that players don’t finish. The completionist mindset can obscure the beauty found in transient encounters within gaming experiences. He pushes back against the notion that seeing every part of a game is necessary for a valid experience, emphasizing that richness often lies in individual journeys rather than linear narratives.

The Integral Role of Challenge
Finally, Cuzzillo highlights an important philosophical perspective regarding the essence of games. He suggests that removing the inherent difficulties might strip the game of its significance or impact, akin to removing core elements from any work of art. This perspective invites players to appreciate games as unique expressions of creativity that offer various experiences outside conventional narratives and endpoints.

Through Cuzzillo’s insights, it’s clear that "Baby Steps" is more than just a walking simulator; it’s a thought-provoking exploration of personal challenge, player agency, and the philosophical underpinnings of difficulty in gaming. The conversation serves as an invitation for players to engage deeply and reflectively with the medium, opening doors to an understanding that transcends traditional gaming experiences.

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