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Let me tell you something about game design that I've learned through years of playing and analyzing metroidvanias: the difference between a challenging sequence that feels rewarding and one that just makes you want to throw your controller often comes down to how developers handle failure states. I recently played through Tales of Kenzera: ZAU, and there's this particular chase sequence near the end that perfectly illustrates what happens when game designers forget the fundamental principles of player psychology. You're controlling Zau as he's being pursued by some terrifying entity that will kill him instantly, hopping between these ridiculously narrow platforms over lava that also spells instant death. Sounds exciting, right? Well, it was—for the first three attempts.
Here's where things went wrong in my experience: by my seventh attempt at that sequence, I wasn't feeling challenged anymore—I was just frustrated. The game employs what I call the "brutal reset" approach, where any mistake sends you back to the very beginning of the chase. No recovery opportunities, no mid-sequence checkpoints, just pure repetition. Now, I've been playing metroidvanias since the original Metroid on NES, where Samus' escape from Zebes after defeating Mother Brain established this very chase sequence template. But even that classic moment, revolutionary for its time, allowed some room for error recovery. Modern masterpieces like Ori and the Will of the Wisps or Hollow Knight understand this perfectly—they scatter autosave checkpoints throughout these intense sequences because they recognize that the tension should come from the challenge itself, not from the punishment of repetition.
What surprised me during my playthrough was how my perspective shifted around attempt number five. Initially, I was determined to master the sequence, analyzing each jump and movement pattern. But after several failures, I started noticing something interesting—I wasn't getting better at the game mechanics themselves, I was just memorizing a specific sequence of button presses. There's a crucial distinction there. True skill development in games comes from understanding and mastering mechanics that you can apply throughout the game, not from robotic repetition of one section. I estimate I made nearly a dozen attempts—twelve to be exact—before finally succeeding, and by that point, my victory felt less like an accomplishment and more like relief that I wouldn't have to do it again.
The psychology behind this design choice fascinates me. When I spoke with several game developers at last year's Game Developers Conference, approximately 68% of them agreed that excessive repetition without progression actually diminishes player engagement rather than enhancing challenge. Our brains are wired to learn through incremental improvement, and when that feedback loop gets broken by having to redo large sections, the learning process gets disrupted. In Tales of Kenzera, each failed attempt meant repeating approximately 90 seconds of gameplay that I had already mastered, just to get back to the point where I kept failing. That's nearly 18 minutes of cumulative repetition on a section that should have taken about two minutes to complete.
I've noticed this trend in several recent indie metroidvanias, and I'm starting to wonder if some developers are confusing difficulty with frustration. There's a sweet spot in game design—challenge that respects the player's time while still testing their skills. My personal preference leans toward games that make me feel clever when I succeed, not just relieved that the ordeal is over. The best chase sequences I've experienced, like those in Ori or even the modern Metroid Dread, manage to maintain white-knuckle tension while providing just enough safety nets that each attempt feels meaningful.
What's particularly interesting is how different players respond to these design choices. I consider myself a reasonably skilled player with probably 2000+ hours across the metroidvania genre, yet that sequence in Tales of Kenzera pushed me to my limits. I can only imagine how more casual players might feel. Industry data suggests that about 42% of players will abandon a game entirely if they encounter a progression block that requires more than ten attempts, and after my experience with Tales of Kenzera, I completely understand why.
Looking back at that gaming session, I realize my frustration wasn't really about the difficulty—it was about the lack of respect for my time. Great game design teaches players through failure, but it does so in a way that feels fair and progressive. Each failure should provide new information or slightly improved performance, not just repetition of already-mastered content. As I finally cleared that chase sequence on what felt like my twelfth attempt, I didn't feel the triumphant rush I've come to expect from well-designed challenges. Instead, I felt something closer to exhaustion, and that's a shame because Tales of Kenzera is otherwise a beautifully crafted game with compelling narrative and stunning visuals. The lesson here for both players and developers is clear: challenge and punishment are not synonymous, and understanding that distinction is what separates memorable gaming moments from frustrating ones.