Stage Fright
Not all video-game levels are created easily.
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People have strong feelings about Bennett Foddy.
Thehighest-ratedpositivereviewof the designers 2017 gameGetting Over It With Bennett Foddyreads as follows: almost killed myself 10/10.
Foddy says that he recently received an email from someone saying they hoped he stepped on a LEGO.
Such is life when youre best known for a certain kind of teeth-grinding, controller-smashing video-game difficulty.
Foddy said during a recent call.
And how did it actually go?
And are the points of difficulty in the places where I expected them to be?
QWOPwas pretty good for something he designed to procrastinate while working on his Ph.D. in philosophy.
The game is a completely singular experience.
Emphasizing his authorship in those ways was important to Foddy.
Its those high-intensity moments that underscore the mediums capacity for expressiveness.
Thats the essence of whats good about games, Foddy says.
The sense that Ive become aware of whats happening in my mind right now.
you might find Zen through an extreme moment of non-Zen.
But Foddys own games represent more of a get bad ideology, he says with a laugh.
I really do think that its about telling people to get bad.
And, yes, another try.