The art of being miserable

by Ladbon

Why is it in some games we are confronted with end tragedies that would ruin otherwise normal stories of good’n’bad and still feel a kind of sense of pleasure when its all done?

Sense-Pleasure = what ,how, why and worth it is asked by the player, answered by the aesthetics and the combination of design touches enough senses for you to be pleasured by even if you fail or succeed.

Having gone a rollercoaster of senses is very much like life. You fall in love, you get your heart broken. You buy a house, you find out your house is burned down by fundamental christians, classic stuff.

In these conflicts the senses are immensely punishing to your nerves but when conquered makes you feel hardened and somehow superhuman.

Closure is the ultimate game of life in my opinion. For getting over something you have to die a little to overcome it.

So, miserable sense pleasure = The knowledge of knowing it’s only an experience and feeling human.

Having these types of games are crucial for the media because it teaches both the players to grow in character, made them overcome something they probably wouldn’t experience until later years and is the vitality of human survival psyche. Sanity is everything you have Daniel, remember that.