

If you complete the game now you'll still get plonked in that chatroom, and get to nod at the people who climbed alongside you - presuming people are still bothering to. That mountain only seemed climbable, to me at least, when everyone was talking about it. But it also speaks to how transient Getting Over It seems in retrospect. I’m an independent game designer working in New York City, and teaching game design at the NYU Game Center, where I am a member of the faculty.Until 2013, I worked as a philosopher at Oxford and Princeton universities, and some time before that in the distant past, I played bass guitar for Cut Copy. I'd assumed there'd only be fleeting sense of satisfaction.Ī developer offering themselves as a reward is a neat idea, albeit a grim metaphor to the many studios who feel beholden to the unrealistic expectations of their fans. There was no hype about what awaited at the top, no Molyneux style hyping up of godhood. That's a lovely way for an unconventional game to reach further into the unexpected. After hours of earnest soul-searching, after countless heart-wrenching falls, you got a few nice words from the man who put you through it all. They'd get plonked in a special chatroom, and he'd appear to congratulate them. He apparently rigged up notifications on his phone alerting him to whenever a climber had suffered their way to the very top. I doubt this is still the case, but you used to earn a quick chat with Bennet Foddy himself. If you're still convinced you're going to get there under your own steam one day, read no further. I'm a coward who relies on the internet for answers. One a day, every day, perhaps for all time.ĭo you know what awaits atop the mountain in Getting Over It With Bennett Foddy? Past all the nonsensical detritus, and after every snippet of Foddy's philosophical musing? I do.

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