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  <title>House of Nettles: #marathon</title>
  <id>https://nex-3.com/tag/marathon/</id>
  <link href="https://nex-3.com/tag/marathon/feed.xml" rel="self"/>
  <link href="https://nex-3.com/tag/marathon/" />
  <updated>2026-03-19T04:57:44Z</updated>
    <entry>
      <title>Marathon and the Thrill of Losing</title>
      <link href="https://nex-3.com/blog/marathon-and-the-thrill-of-losing/" rel="alternate"/>
      <id>https://nex-3.com/blog/marathon-and-the-thrill-of-losing/</id>
      <published>2026-03-19T04:57:44Z</published>
      <updated>2026-03-21T07:16:37Z</updated>
      <author><name>Natalie Weizenbaum</name>
          <uri>https://nex-3.com/</uri></author><category term="marathon" label="marathon"/><category term="game design" label="game design"/><category term="footnote forest" label="footnote forest"/><content type="html">&lt;p&gt;I wasn&#39;t planning to play &lt;em&gt;Marathon&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;&lt;span class=&#34;mention h-card&#34;&gt;&lt;a class=&#34;p-name         u-url u-uid&#34; href=&#34;https://soundretro.co/&#34;&gt;Christa&lt;/a&gt;&lt;data class=&#34;p-nickname&#34; value=&#34;OhPoorPup&#34;&gt;&lt;/data&gt;&lt;/span&gt;, a Bungie lover of the old school&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn1&#34; id=&#34;fnref1&#34;&gt;[1]&lt;/a&gt;&lt;/sup&gt; and
particular aficionada of the original &lt;em&gt;Marathon&lt;/em&gt; trilogy, talked it up to me
non-stop since the announcement. Undeterred by the decidedly underwhelming
closed technical test, the delay that that test prompted, or the plagiarism
scandal of the visual design&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn2&#34; id=&#34;fnref2&#34;&gt;[2]&lt;/a&gt;&lt;/sup&gt;, she kept excitedly sending me updates
and videos. I read along interested enough, but it did little to make me want to
pick up the game myself.&lt;/p&gt;
&lt;p&gt;I&#39;m not much for shooters. That&#39;s not to say I haven&#39;t played or enjoyed them; I
played through a couple James Bond games&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn4&#34; id=&#34;fnref4&#34;&gt;[4]&lt;/a&gt;&lt;/sup&gt; and the &lt;em&gt;Halo 2&lt;/em&gt; campaign as a
child, I played &lt;em&gt;Splatoon&lt;/em&gt;s 1 and 2 for a respectable number of hours, and I
even cleared the original &lt;em&gt;Destiny&lt;/em&gt; single-player content while recovering from
surgery. But these games washed over me like waves; none of them inspired any
particular affection for the genre or desire to play the latest thing. Certainly
they are far outnumbered by the big-name shooters I&#39;ve touched barely or not at
all—&lt;em&gt;Doom&lt;/em&gt;, &lt;em&gt;Quake&lt;/em&gt;, &lt;em&gt;Half-Life&lt;/em&gt;, &lt;em&gt;Call of Duty&lt;/em&gt;, &lt;em&gt;Team Fortress&lt;/em&gt;, &lt;em&gt;Fortnite&lt;/em&gt;,
&lt;em&gt;Overwatch&lt;/em&gt;, or indeed the original &lt;em&gt;Marathon&lt;/em&gt; games.&lt;/p&gt;
&lt;p&gt;When the open server slam came, I didn&#39;t play it, even as more friends beyond
Christa were starting to admit it might have the juice. When the game launched,
I didn&#39;t get it, although I quite enjoyed watching friends stream over Discord.
It was those streams, I think, that did it. Being in the moment with someone,
feeling the ebb and flow of tension and release, and seeing how much of the game
&lt;em&gt;wasn&#39;t&lt;/em&gt; shooting, the thought started wriggling its way into my brain.&lt;/p&gt;
&lt;p&gt;&amp;quot;What if I &lt;em&gt;did&lt;/em&gt; play &lt;em&gt;Marathon&lt;/em&gt;?&amp;quot;&lt;/p&gt;
&lt;p&gt;As I continued watching my friends, as Christa continued sending me videos of
feats of meticulous planning as well as derring-do, as I learned more about what
the structure of an &amp;quot;extraction shooter&amp;quot;&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn5&#34; id=&#34;fnref5&#34;&gt;[5]&lt;/a&gt;&lt;/sup&gt; meant in practice, this
thought grew. I found my &lt;a href=&#34;https://nex-3.com/blog/becoming-a-video-game-scientist-part-1/&#34;&gt;modding work&lt;/a&gt; in a lull, waiting for upstream changes
and code reviews, with no particular video game on deck&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn6&#34; id=&#34;fnref6&#34;&gt;[6]&lt;/a&gt;&lt;/sup&gt;. I decided to
give it a try.&lt;/p&gt;
&lt;p&gt;What really started singing to my soul and got me to spend the $40 USD wasn&#39;t
even necessarily the prospect of hand-fun from playing the game, but rather
mind-fun&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn13&#34; id=&#34;fnref13&#34;&gt;[13]&lt;/a&gt;&lt;/sup&gt; from engaging its design with a critical eye. Christa is fond of
repeating the idea that extraction shooters are a &amp;quot;game designer&#39;s genre&amp;quot;, but
it wasn&#39;t until picking it up with my own two hands that I really began
understanding why. The last time a game has given me this much insight into the
relationship between mechanical design and player experience was &lt;a href=&#34;https://backloggd.com/u/nex3/review/194159/&#34;&gt;&lt;em&gt;Resident Evil
GCN&lt;/em&gt;&lt;/a&gt;. Everything in this game is part of the texture of interactivity in a way
that&#39;s just not true of other genres; every sound design choice has
repercussions on how other players might hear you, every piece of level geometry
is a place to hide or a vantage point to look for other players. Small changes
have massive ramifications: tightly limited inventory space means that
high-level players have to drop their good items to pick up great items, which
means that low-level players can expect to scavenge good items after a fight is
over and the enemy has left, which means that mid-level&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn14&#34; id=&#34;fnref14&#34;&gt;[14]&lt;/a&gt;&lt;/sup&gt; players can
prey on low-level scavengers to get their loot they&#39;ve accumulated. The design
choices create an ecology of players with different goals, approaches, and
reactions that&#39;s far more varied than any NPC AI could hope to achieve, and it
does so as a natural outgrowth of the system rather than a structure imposed
from on high.&lt;/p&gt;
&lt;p&gt;But I don&#39;t have room in this post&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn18&#34; id=&#34;fnref18&#34;&gt;[18]&lt;/a&gt;&lt;/sup&gt; to go on at length about every
aspect of this game&#39;s design I find fascinating. I want to focus instead on one
particular aspect: the way the game handles loss.&lt;/p&gt;
&lt;h2 id=&#34;the-sweat&#34;&gt;The Sweat&lt;/h2&gt;
&lt;p&gt;I personally have never struggled much with the despair of losing my equipment
in this game. Maybe it was the fires of &lt;em&gt;Magic: the Gathering&lt;/em&gt; that forged my
emotional fortitude, where the difference between a win and a loss was at the
mercy of the top card of my deck&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn19&#34; id=&#34;fnref19&#34;&gt;[19]&lt;/a&gt;&lt;/sup&gt;. Maybe it was seeing other players
at those tournaments tilting to the point of public meltdown and resolving early
to learn to bend with the good and bad but never snap.&lt;/p&gt;
&lt;p&gt;Bending with it is crucial, though: I gotta &lt;em&gt;feel&lt;/em&gt; the emotions even though I
try not to let them overwhelm me. The point of a game, after all, is the
emotions&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn23&#34; id=&#34;fnref23&#34;&gt;[23]&lt;/a&gt;&lt;/sup&gt;. I don&#39;t just want to go through the motions when I play a
game, I want to care about the outcome. I want to feel &lt;em&gt;the sweat&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The sweat is the sense of anxiety that comes from a combination of caring about
the outcome of a game and knowing that outcome to be uncertain. Like the sense
of fear from watching a horror movie (or more directly, the tension from
watching a thriller), it&#39;s a way to play-act uncomfortable emotions in a space
whose unreality shields the player from real consequences. Unlike a film,
though, the outcome depends in part on the player&#39;s own actions. The sweat is
the feeling that you hold something fragile and precious in your hands and it&#39;s
up to you to keep it safe. The sweat can end in one of two ways: you can succeed
and make actual the potential of your treasure, or you can fail and smash it to
bits.&lt;/p&gt;
&lt;p&gt;The possibility of failure is critical. Without it, there can be no sweat, no
tension. And without tension, there can be no release.&lt;/p&gt;
&lt;h2 id=&#34;extraction-shooters-and-roguelikes&#34;&gt;Extraction Shooters and Roguelikes&lt;/h2&gt;
&lt;p&gt;In the first few days of &lt;em&gt;Marathon&lt;/em&gt;&#39;s release, when a few of my friends were
beginning to pick it up, I heard the same advice bandied about from a few
places: think of it like a roguelike. You know the core conceit of a roguelike,
right? Perhaps not. More likely, you don&#39;t know which of the &lt;a href=&#34;https://azhdarchid.com/the-sao-paulo-interpretation-of-immersive-sims/&#34;&gt;constellation of
traits&lt;/a&gt; that cluster around this genre-concept I might specifically be referring
to. Here, I mean it in the broad sense, what might be called a
&amp;quot;roguelite&amp;quot;&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn24&#34; id=&#34;fnref24&#34;&gt;[24]&lt;/a&gt;&lt;/sup&gt; by some: a game organized into individual runs whose
progress is largely divorced from one another and lost forever if a run fails.&lt;/p&gt;
&lt;p&gt;Losing a run in a roguelike can be painful, but at the end of the day all you&#39;re
losing is your shot at an abstract sense of victory. In games with
meta-progression across runs, the bulk of that progression (especially early on)
moves forward on failure as well as success. Even in games that start each run
from absolutely the same state, every new run is a fresh chance to learn a
little bit more about the game and get a little better for an eventual victory.&lt;/p&gt;
&lt;p&gt;The extraction shooter structure is very similar to a roguelike from a
sufficient level of abstraction&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn25&#34; id=&#34;fnref25&#34;&gt;[25]&lt;/a&gt;&lt;/sup&gt;. It&#39;s also organized into individual
runs and losing a run also loses your entire build. &amp;quot;Think of it like a
roguelike&amp;quot; helps frame that loss as something familiar, a learning experience, a
chance to start again.&lt;/p&gt;
&lt;p&gt;But there&#39;s a critical difference between the two structures. In a roguelike,
nothing carries over from one run to another. In an extraction shooter, that
carrying-over is the whole point&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn27&#34; id=&#34;fnref27&#34;&gt;[27]&lt;/a&gt;&lt;/sup&gt;.&lt;/p&gt;
&lt;p&gt;There are two ways to look at the difference between a run in a roguelike and an
extraction shooter. In one sense, an extraction shooter is more punishing: if
you want a good chance of success, you must put resources at risk. Runs in a
roguelike are &amp;quot;free&amp;quot; in that you can fail without any consequence beyond the
time you spent, whereas runs in an extraction shooter are not. In another sense,
though, an extraction shooter is far more generous: no matter how fantastic your
build, it&#39;s lost forever even when you win a roguelike run. An extraction
shooter lets you keep that snowball rolling downhill for run after run, and even
when you lose, any additional resources you&#39;ve accumulated through your success
will give you a leg up on your next few runs.&lt;/p&gt;
&lt;p&gt;These perspectives are two sides of the same coin. The gear you take in only
matters because it&#39;s drawing on the pool of resources you&#39;ve extracted;
extracting resources only matters because they&#39;re risked in future runs. From a
strictly mechanistic standpoint, you can lose no more than you&#39;ve already
gained, which is definitionally more than you would have had in a roguelike, so
each loss should be painless. But from an emotional standpoint, we know that&#39;s
not true.&lt;/p&gt;
&lt;h2 id=&#34;soulslikes-and-dungeon-delvers&#34;&gt;Soulslikes and Dungeon Delvers&lt;/h2&gt;
&lt;p&gt;A parallel difference exists between the soul mechanic pioneered in &lt;em&gt;Demon&#39;s
Souls&lt;/em&gt; (made popular by &lt;em&gt;Dark Souls&lt;/em&gt;) and the traditional way dungeon delvers
handle the loss of experience. In &lt;em&gt;Demon&#39;s Souls&lt;/em&gt;, experience points are called
&amp;quot;souls&amp;quot; and like most RPGs you accumulate them by killing enemies. Unlike other
RPGs, though, you don&#39;t automatically level up when you accumulate enough souls;
you can only spend them and level up once you reach the safety of a checkpoint,
which may be somewhat hidden within the intricate and twisting maps. If you die,
your souls are lost, but not necessarily for good: if you make it back to the
point where you died without dying again, you can retrieve your lost souls and
spend them at the next checkpoint&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn28&#34; id=&#34;fnref28&#34;&gt;[28]&lt;/a&gt;&lt;/sup&gt;.&lt;/p&gt;
&lt;p&gt;A common refrain among new players of these games is that losing their souls is
painful. For some, it&#39;s too painful to bear, and leads them to bounce off the
genre as a whole. But let&#39;s take a look at these mechanics from an abstract
perspective as well, especially in contrast to the classic dungeon-delving RPGs
from which they draw influence. The classic RPG structure also has checkpoints
(in the form of save points) and experience. If you die, you go back to the last
save, and &lt;em&gt;everything&lt;/em&gt; you&#39;ve done since then is erased.&lt;/p&gt;
&lt;p&gt;We see here the same dichotomy that we did before between extraction shooters
and roguelikes. From one perspective, soulslikes are more punishing than
traditional RPGs, because they set you up to see a great many souls vanish
because of your own failure. In another, they&#39;re gentler, because they give some
hope of recovering those souls, even if that hope might be dashed. And again,
what truly matters is the player&#39;s emotional experience.&lt;/p&gt;
&lt;h2 id=&#34;losing-rules&#34;&gt;Losing Rules&lt;/h2&gt;
&lt;p&gt;A lesson that dedicated soulslike players learn fairly quickly is that this
dichotomy doesn&#39;t actually matter because the souls you accumulate don&#39;t
actually matter. The amount of souls you need for a given level rise quickly
over the course of the game, so just wait a couple regions and you&#39;ll be getting
as many souls as you lost just by killing a couple mobs. People regularly go
through these games never leveling up at all&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn29&#34; id=&#34;fnref29&#34;&gt;[29]&lt;/a&gt;&lt;/sup&gt;!&lt;/p&gt;
&lt;p&gt;When I play, though, I try not to let myself fall into thinking of souls as
unimportant, even though that&#39;s entirely accurate. I actively &lt;em&gt;try&lt;/em&gt; to get back
to that big pile of souls just past three knights who want my blood even if in
reality they won&#39;t make a bit of difference to how effective I am in my next
fight.&lt;/p&gt;
&lt;p&gt;It sounds obvious when I write out: games are more fun if you care about them. I
want to care about the texture of the world in a soulslike, I want to care
whether I live or die, so I trick myself into thinking that little number in the
corner of the screen has value.&lt;/p&gt;
&lt;p&gt;The brilliance of an extraction shooter, just like the brilliance of the soul
mechanic, is that by creating something just so that that thing can be put at
risk it makes the player care. The souls you lost matter in a way the experience
points you lost don&#39;t because the potential to get them back makes them &lt;em&gt;your
souls&lt;/em&gt;, even if they&#39;re ultimately lost anyway. The gear you bring in an
extraction shooter is &lt;em&gt;your gear&lt;/em&gt; because you chose to risk it, even if you
stole it off someone else&#39;s corpse in the first place. You have a stake in the
game, and that stake is the wellspring of the sweat.&lt;/p&gt;
&lt;p&gt;None of this would be possible without loss. In fact, engineering situations
where tougher, more impactful losses are possible is critical to making this
dynamic exist in the first place. And not just possible in theory—loss has to be
real, a specter haunting your every move, to truly make these games feel alive.
You have to experience it, not just at first but continuously, reminded that you
are never truly safe, in order for the moments when you find a bit of safety to
really shine.&lt;/p&gt;
&lt;p&gt;Having played the game now for a week or so, what I was truly surprised to find
thinking back on my wins and my losses, was that I remembered far more vividly
the runs where I made it out with some spectacular gear than I did the runs
where I lost that exact same gear. In fact, my most memorable losses were never
the ones where I lost the most stuff but rather the ones where I played the best
games, tactically positioning and thinking on my feet and being just barely
outplayed by my rival runners. Maybe I had great gear in those runs too, but if
so, I don&#39;t remember it. What I remember is the thrill of losing a battle well
fought.&lt;/p&gt;
&lt;hr class=&#34;footnotes-sep&#34;&gt;
&lt;section class=&#34;footnotes&#34;&gt;
&lt;ol class=&#34;footnotes-list&#34;&gt;
&lt;li id=&#34;fn1&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;There is a particular class of people who react to the mention of
Bungie as a company by getting a wistful look in their eyes and saying
something like &amp;quot;oh... Bungie...&amp;quot; as though they had vanished like the &lt;em&gt;Mary
Celeste&lt;/em&gt; after releasing &lt;em&gt;Halo: Reach&lt;/em&gt;. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref1&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn2&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;A brief recap for the uninitiated. &lt;em&gt;Marathon&lt;/em&gt;&#39;s visual design is
not just striking, but probably the best a AAA game has looked in a decade.
It&#39;s not the graphical fidelity, although I have nothing to complain about
on that score, but the establishment of an overarching design language that
feels futuristic while being in conversation with &lt;a href=&#34;https://en.wikipedia.org/wiki/The_Designers_Republic&#34;&gt;real-world visual
design&lt;/a&gt;&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn3&#34; id=&#34;fnref3&#34;&gt;[3]&lt;/a&gt;&lt;/sup&gt;. It&#39;s a game that can be appreciated as visual art beyond
the level of &amp;quot;wow pretty landscape&amp;quot;, which is nearly unheard of in western
AAA.&lt;/p&gt;
&lt;p&gt;It is also extremely similar to the work of the digital artist &lt;a href=&#34;https://antireal.info/&#34;&gt;Antireal&lt;/a&gt;,
who as it turned out was followed on X by the &lt;em&gt;Marathon&lt;/em&gt; design lead along
with other members of the team. When some pixel-for-pixel Antireal art was
found in the game&#39;s asset base, the scandal broke full-force, and a junior
designer ended up fired. Fortunately, the story has as happy an ending as it
can: Antireal was hired on as a design consultant, she&#39;s expressed
satisfaction with the arrangement, and the game&#39;s visual design has
only improved since then. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref2&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn3&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;The Designers Republic is its own story, a firm so colossally
influential on the look we now think of as &amp;quot;Y2K&amp;quot; that it became a visual
cliché. In Christa&#39;s words, the ability to build on that design in a fresh
and interesting way &amp;quot;speaks to how well it is pulled off in &lt;em&gt;Marathon&lt;/em&gt;&amp;quot;. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref3&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn4&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Even then I entirely missed &lt;em&gt;Goldeneye 007&lt;/em&gt;, to this day the definitive
video game incarnation of the storied imperialist running dog. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref4&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn5&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;For those unfamiliar with this relatively new genre, it functions
similarly to a battle royale in that multiple players or teams are placed on
a shared map where they can shoot one another&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn7&#34; id=&#34;fnref7&#34;&gt;[7]&lt;/a&gt;&lt;/sup&gt;. However, the goal isn&#39;t
specifically to kill other players; it&#39;s to accomplish missions and collect
resources from the map, often by doing challenges not involving other
players such as killing powerful NPCs. You bring resources you&#39;ve
accumulated, including weapons and armor, into future runs to accomplish
harder goals, creating a risk/reward dynamic both in the challenges you
attempt and in how tempting a target you make yourself for other players to
hunt. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref5&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn6&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;This is, I admit, not entirely true. I still haven&#39;t played the most
recent two chapters of &lt;em&gt;Deltarune&lt;/em&gt;, and too many people have told me how
excellent &lt;em&gt;Of the Devil&lt;/em&gt; is for me to ignore it just because I find the art
style unappealing. But sometimes one&#39;s fingers itch to play a game with a
sense of motion&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn9&#34; id=&#34;fnref9&#34;&gt;[9]&lt;/a&gt;&lt;/sup&gt;. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref6&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn7&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Different extraction shooters vary in how much they encourage
player-on-player combat, although a universal constant is that killing a
player allows you to loot the corpse and take all their best items.
&lt;em&gt;Marathon&lt;/em&gt; is reportedly pretty far towards encouraging bloodthirsty play,
as is &lt;em&gt;Escape from Tarkov&lt;/em&gt;&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn8&#34; id=&#34;fnref8&#34;&gt;[8]&lt;/a&gt;&lt;/sup&gt;. By contrast, &lt;em&gt;ARC Raiders&lt;/em&gt; is known for
being relatively low-conflict. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref7&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn8&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;The progenitor of the &amp;quot;extraction shooter&amp;quot;, and another foundational
shooter that I&#39;ve never played nor had any real interest in. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref8&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt; &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref8:1&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn9&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Despite its motive fundamentals, though, &lt;em&gt;Marathon&lt;/em&gt; is decidedly
&lt;a href=&#34;https://www.reddit.com/r/okbuddyrosalyn/comments/1cd83y8/menus_and_parkour/&#34;&gt;menus&lt;/a&gt; rather than parkour. This should come as no surprise given that
Bungie&#39;s other active game&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn10&#34; id=&#34;fnref10&#34;&gt;[10]&lt;/a&gt;&lt;/sup&gt; is explicitly called out as menus in the
original comic. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref9&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn10&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;I was surprised to hear that some &lt;em&gt;Destiny 2&lt;/em&gt; players are grumpy&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn11&#34; id=&#34;fnref11&#34;&gt;[11]&lt;/a&gt;&lt;/sup&gt;
that &lt;em&gt;Marathon&lt;/em&gt; exists instead of Bungie spending more time on their pet
game, and are making their views vocally known on Twitch chats and social
media. Specifically, I was surprised that there were still enough &lt;em&gt;Destiny
2&lt;/em&gt; players in existence to make this amount of noise, given that the &lt;a href=&#34;https://steamcharts.com/app/1085660#All&#34;&gt;peak
monthly player count&lt;/a&gt; in 2026 was just a third of what it was in
2025. Personally, I think it probably makes sense for a company&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn12&#34; id=&#34;fnref12&#34;&gt;[12]&lt;/a&gt;&lt;/sup&gt; to
work on a game that people actually seem interested in playing. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref10&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn11&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;apoplectic &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref11&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn12&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;subsidiary of Sony Interactive Entertainment LLC &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref12&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn13&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Surely this is a distinction that needs no further explanation. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref13&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn14&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Framing this in terms of &amp;quot;levels&amp;quot; is actually an oversimplification.
In practice, it begins as more of a question of which role a player is
taking on. Are you going in with the intent to complete quests? To
accumulate resources? To hunt other players? Where is the fun for &lt;em&gt;you&lt;/em&gt;?
Even this is too simple, though, because the roles can shift on a dime based
on what happens in the field. A run that was intended to be a
zero-stakes&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn15&#34; id=&#34;fnref15&#34;&gt;[15]&lt;/a&gt;&lt;/sup&gt; player hunt can immediately become a high-stakes
meticulous exfiltration if you find loot you care enough about. Any run can
become a PvP run if there are players in between you and your objective. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref14&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn15&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;An important part of &lt;em&gt;Marathon&lt;/em&gt;&#39;s ecosystem, which as I understand
it doesn&#39;t exist at all in &lt;em&gt;Escape from Tarkov&lt;/em&gt;&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn8&#34; id=&#34;fnref8:1&#34;&gt;[8:1]&lt;/a&gt;&lt;/sup&gt;. The player has
access to (at least) one faction&#39;s&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn16&#34; id=&#34;fnref16&#34;&gt;[16]&lt;/a&gt;&lt;/sup&gt; &amp;quot;free kit&amp;quot; every day, which is a
preset package of a gun with no upgrades, a handful of low-quality healing
items, and some ammunition. This is an awful kit, and what&#39;s more it forbids
the player from bringing any additional equipment with them, but it provides
a place to start from zero resources and it even gives players with a vault
comfortably full of equipment the emotional comfort of risking nothing.&lt;/p&gt;
&lt;p&gt;Perhaps paradoxically, free kits go a long way to acclimating players who
don&#39;t come in with the taste for blood to player combat. A free kit may be
decidedly disadvantaged in an out-and-out firefight, but raw firepower is
&lt;a href=&#34;https://www.reddit.com/r/Marathon/comments/1rvimao/things_i_learned_after_100_hours_in_marathon/&#34;&gt;way less important&lt;/a&gt; than positioning and tactics. Free kits make it viable
to hunt players even when you expect to lose the first four encounters. As
I&#39;ll get to later in the post, loss has its virtues. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref15&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn16&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Successfully exfiltrating with a free kit also gives the player a
cosmetic recolor of their current shell&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn17&#34; id=&#34;fnref17&#34;&gt;[17]&lt;/a&gt;&lt;/sup&gt;, leading to days when a
player has access to one of the more aesthetically satisfying free kits and
so wants to do runs with it over and over. This sideways benefit cleverly
undermines the potential for free kit use to feel like a failure; even once
the player has as many skins as they care to get, they&#39;re acclimated to free
kits as a low-pressure alternative to bringing in real gear. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref16&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn17&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;class &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref17&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn18&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Certainly not if I keep writing more footnotes than I write body
text. Sometimes ideas are a straight line, and sometimes they&#39;re a tree.
Today is a tree kind of day. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref18&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn19&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;The tension of the draw step&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn20&#34; id=&#34;fnref20&#34;&gt;[20]&lt;/a&gt;&lt;/sup&gt; as driven by the land
system is in fact the heart of why that game engine is as successful as it
is and has as much depth as it does. Compare to the &lt;a href=&#34;https://en.wikipedia.org/wiki/Vs._System&#34;&gt;Vs. System&lt;/a&gt; where
tournament results were famously always a list of the best players in order
of skill and no one ever wanted to start playing only to lose constantly;
compare also to the &lt;a href=&#34;https://en.wikipedia.org/wiki/World_of_Warcraft_Trading_Card_Game&#34;&gt;&lt;em&gt;World of Warcraft&lt;/em&gt; TCG&lt;/a&gt; where the variance was so
concentrated in the opening die roll to determine who got the first turn
that the winner of that roll was wildly favored to win the game. &lt;em&gt;Magic&lt;/em&gt;
sits at a comfortable point where the very best players have something like
a 65% win rate against other pros; real, respectable, but not dominant. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref19&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn20&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;It&#39;s also worth noting that the amount that a given card draw
determines the course of the game is never quite so dramatic as it seems in
the moment. Part of the genius of &lt;em&gt;Magic&lt;/em&gt; is its
&lt;a href=&#34;https://magic.wizards.com/en/news/making-magic/lenticular-design-2014-12-15&#34;&gt;lenticularity&lt;/a&gt;&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn21&#34; id=&#34;fnref21&#34;&gt;[21]&lt;/a&gt;&lt;/sup&gt;: all the decisions you&#39;ve made in the game up
to that point contribute to how much weight the next card has to your game,
and an expert player has room to line those decisions up in a way that is
completely invisible to players who see each new card as a wholly
disconnected event. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref20&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn21&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;When I was young, I was a huge reader of Mark Rosewater&#39;s blog.
These days I&#39;m a lot cooler on him as a writer and even as a designer,
although I think a lot of what I find off-putting in his latter role is due
to the tension between his dual roles as design educator and product
cheerleader for a company&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn22&#34; id=&#34;fnref22&#34;&gt;[22]&lt;/a&gt;&lt;/sup&gt; subject to inevitable capitalist rot. I
deeply wish he found more space to grapple with what was wrong with his own
explanations in the past rather than presenting direct contradictions as
simple fact. But I do think this article in particular contains fundamental
insight into a critical aspect of design, not just for games but for
anything whose goal is to provide a path for people to move from beginner to
expert. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref21&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn22&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;subsidiary of Hasbro, Inc. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref22&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn23&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;The point of a game is also engaging with people. In fact, the human
connection is probably &lt;em&gt;more&lt;/em&gt; important for me than any individual aspect of
my own personal play. Even single-player games (even novels and films) I
conceptualize as interpersonal acts—I&#39;m connecting with the creator, with
everyone else who&#39;s experienced the same thing through the perspective of
their own prior experiences, with the novel angle on the human experience
that every piece of art brings. Because our manifestation of sentience is
itself &lt;a href=&#34;https://en.wikipedia.org/wiki/Feral_child&#34;&gt;catalyzed by human contact&lt;/a&gt;, all conscious articulated thought is
intrinsically interpersonal.&lt;/p&gt;
&lt;p&gt;I don&#39;t consider this incompatible with the idea that the point of the game
is the emotions, though. Those emotions are an aspect of the conscious
interpretation of the game as a space, and they&#39;re the deepest expression of
the game&#39;s effect on us that can be shared between different players. The
emotional outcome of playing a game is the foundation of any possibility for
discussing that game with others. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref23&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn24&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Personally I find the impulse to try to make genre names perfectly
accurate pretty Quixotic. Terminology as used in practice is always
imprecise, and while I find thoughtful discussions of the specific ways in
which games fit into our squishy ideas of genre fascinating, I think of the
specific names more as opaque identifiers of those shared concepts than
anything I&#39;d expect to be accurately descriptive in itself. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref24&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn25&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Boiling games down to basic relationships between coarse-grained
mechanics is a pretty bad way to understand them as entire works of art, but
I find it very useful as a way of placing them within the larger landscape
of design and especially genre. By virtue of themselves being abstractions
across many games, genres are often&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn26&#34; id=&#34;fnref26&#34;&gt;[26]&lt;/a&gt;&lt;/sup&gt; expressed in these heavily
mechanistic terms, and thus to make themselves legible to players most games
involve at least some thought of how they&#39;ll be expressed in the &amp;quot;elevator
pitch&amp;quot; style of conjunctive description. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref25&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn26&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;Even the &amp;quot;survival horror&amp;quot; genre, whose name is so focused on its
emotional content and which at first blush suggests a strong aesthetic
grounding, ends up being defined primarily in mechanical terms: they&#39;re
games about carefully managing resources too limited to deal with all the
game&#39;s threats. The fact that this lends itself well to a mood of tension
and fear almost feels like a happy accident. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref26&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn27&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;There&#39;s an interesting question lying latent here: how much is our
understanding of &amp;quot;the point&amp;quot; of a genre driven by our expectations of other
genres that surround it? Extraction shooters come from a particular moment
in game design as a medium, in the shadow of battle royale and roguelike as
ascendant genres. It makes sense that we name and frame it in contrast to
those, when the key distinction is taking stuff between runs. But you can
also imagine a world where something more like the traditional
dungeon-delving RPG is the genre &lt;em&gt;du jour&lt;/em&gt; and &amp;quot;leaving with more than you
came with&amp;quot; is taken for granted as the point of a unit of play. How would we
describe an extraction shooter in that world? &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref27&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn28&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;You can think of this as motivating the player to beat their own
high score. The game is, in a sense, divided up into little stretches of
challenge between checkpoints; if you make it a little further each time you
try to move from one checkpoint to another, you&#39;ll get your souls back,
demarcating a success (even if a qualified one). In this way, the genre
superimposes the arcade-style play pattern of &amp;quot;repeat this challenge until
it goes from insurmountable to possible to complete&amp;quot; onto a each section of
an action-RPG. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref28&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn29&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;I&#39;ve done this almost three times: once for &lt;em&gt;Elden Ring&lt;/em&gt;, once for &lt;em&gt;Dark
Souls&lt;/em&gt;, and not quite to the end of &lt;em&gt;Sekiro&lt;/em&gt;&lt;sup class=&#34;footnote-ref&#34;&gt;&lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fn30&#34; id=&#34;fnref30&#34;&gt;[30]&lt;/a&gt;&lt;/sup&gt;. The substantial
majority of these runs weren&#39;t even very hard—these games are made to be
beaten. The difficulty sliders that people howl for &lt;em&gt;do&lt;/em&gt; exist, they&#39;re just
part of the play of the game itself. If anything, it&#39;s easier to beat them
at level 1 but with everything other than that set up to be the easiest it
possibly can than to beat a casual playthrough you&#39;re not trying
particularly hard to optimize for power. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref29&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn30&#34; class=&#34;footnote-item&#34;&gt;&lt;p&gt;&lt;em&gt;Sekiro&lt;/em&gt; is an odd game because it doesn&#39;t have a single definition
of &amp;quot;level&amp;quot; that clearly matches other games. Instead, it has three separate
levels for attack power, health/defense, and unlockable skills. I only
leveled the latter, which means that my damage output was such that I&#39;d need
to spend 15 minutes fighting near-perfectly to clear the final boss,
something I have not yet found the stamina to train myself to do. &lt;a href=&#34;https://nex-3.com/blog/marathon-and-the-thrill-of-losing/#fnref30&#34; class=&#34;footnote-backref&#34;&gt;↩︎&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/section&gt;
</content>
    </entry>
  
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