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Games That Push Back with Bennett Foddy

66 min episode · 3 min read
·
Bennett Foddy

Episode

66 min

Read time

3 min

Topics

Design & UX, Software Development, Psychology & Behavior

AI-Generated Summary

Key Takeaways

  • Physics-first prototyping: Rather than designing a complete game concept upfront, Foddy builds physics rigs with constraints and observes what gameplay emerges. QWOP, for example, was intended as a competent running simulator but became something absurd through discovery. This approach requires making and discarding significantly more prototypes than conventional design, but yields richer, less predictable mechanical depth.
  • Human bodies as design shorthand: Using humanoid avatars eliminates the need for tutorials by leveraging players' pre-existing physical intuitions. A human figure in athletic gear instantly communicates weight, fragility, stride length, and fatigue expectations. This allows designers to skip onboarding entirely and deliver friction-forward experiences immediately, since players already carry a dense bundle of embodied assumptions into the game.
  • Difficulty as expectation mismatch: Foddy argues "difficulty" is too blunt a concept because it is entirely relative to player expectations. QWOP is only hard if you expect to reach the finish line. Games like Europa Universalis carry enormous friction through complexity but are never labeled difficult. Designers should interrogate what specific emotional friction they are engineering rather than defaulting to difficulty as a catch-all descriptor.
  • Progress loss creates stakes: Checkpointing and quick-saving eliminate fear, stress, and the sensation of being on a high wire. Games like the FromSoftware catalog and TrackMania's DeepDip community maps — a checkpointless tower with a $30,000 community prize — demonstrate that removing safety nets produces passionately engaged audiences. Foddy notes this cycles in roughly generational waves as players and designers alternate between safety and stakes.
  • Design for spectators simultaneously: Baby Steps was deliberately designed so both player and spectator have a coherent experience. This dual orientation also makes games work well for living-room hot-seat play, with multiple people passing a single controller. Foddy reports playtesters frequently described five-person sessions as a highlight, an outcome that emerged directly from treating streaming audiences as a legitimate second audience during development.

What It Covers

Game designer Bennett Foddy, creator of QWOP, Getting Over It, and Baby Steps, discusses his physics-driven design process with host Joe Nash. Topics include how gameplay emerges from discovered systems rather than planned mechanics, why "difficulty" is an imprecise concept, how streaming reshaped player experience, and the five-year development arc of Baby Steps.

Key Questions Answered

  • Physics-first prototyping: Rather than designing a complete game concept upfront, Foddy builds physics rigs with constraints and observes what gameplay emerges. QWOP, for example, was intended as a competent running simulator but became something absurd through discovery. This approach requires making and discarding significantly more prototypes than conventional design, but yields richer, less predictable mechanical depth.
  • Human bodies as design shorthand: Using humanoid avatars eliminates the need for tutorials by leveraging players' pre-existing physical intuitions. A human figure in athletic gear instantly communicates weight, fragility, stride length, and fatigue expectations. This allows designers to skip onboarding entirely and deliver friction-forward experiences immediately, since players already carry a dense bundle of embodied assumptions into the game.
  • Difficulty as expectation mismatch: Foddy argues "difficulty" is too blunt a concept because it is entirely relative to player expectations. QWOP is only hard if you expect to reach the finish line. Games like Europa Universalis carry enormous friction through complexity but are never labeled difficult. Designers should interrogate what specific emotional friction they are engineering rather than defaulting to difficulty as a catch-all descriptor.
  • Progress loss creates stakes: Checkpointing and quick-saving eliminate fear, stress, and the sensation of being on a high wire. Games like the FromSoftware catalog and TrackMania's DeepDip community maps — a checkpointless tower with a $30,000 community prize — demonstrate that removing safety nets produces passionately engaged audiences. Foddy notes this cycles in roughly generational waves as players and designers alternate between safety and stakes.
  • Design for spectators simultaneously: Baby Steps was deliberately designed so both player and spectator have a coherent experience. This dual orientation also makes games work well for living-room hot-seat play, with multiple people passing a single controller. Foddy reports playtesters frequently described five-person sessions as a highlight, an outcome that emerged directly from treating streaming audiences as a legitimate second audience during development.
  • Assume all boundaries are compromised: Baby Steps ships with virtually no invisible walls in its open world, treating every cliff and rock face as already exploited — similar to a network admin assuming every password is breached. This approach supports speed runners by preventing crashes on unexpected paths and produces cleaner design overall. The glitchless Baby Steps record currently sits around 45 minutes; the glitched run reaches approximately 8 minutes.

Notable Moment

Foddy reveals that the camera in Baby Steps always zooms toward the character's feet whenever terrain becomes difficult — a single design change that dramatically shifted the percentage of players who could walk competently from roughly 10 percent to approximately 90 percent, illustrating how one small affordance can invert an entire game's accessibility profile.

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Episode Transcript

Bennett Foddy is a legendary game designer known for creating wholly distinctive games, such as QWOP, Getting Over It with Bennett Foddy, and the recently released Baby Steps. He's also a former professor at the NYU Game Center, where he taught game design alongside developing his own experimental work. In this episode, Bennett joins Joan Ash to discuss his systems driven approach to game design, why frustration and difficulty are often misunderstood, how streaming and speed running have reshaped how games are played and experienced, and what makes his game stand out. Joe Nash is a developer, educator, and award winning community builder who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry's Mod, and game development remains his favorite way to experience and explore new technologies and concepts. Welcome to Software Engineering Daily. I'm your host for today's episode, Joe Nash. And today, I'm joined by Bennett Foddy. Bennett is a game designer infamous for titles like QWAP, GURP, and recently, Baby Steps, as well as an educator at the NYU Game Center. Bennett, welcome to the show. Thanks for having me. So let's get started with what your game dev journey was. How did you get into making what we'll cover is a very frustrating selection of games. It started in around 2005. I was starting to become aware that something was was happening in the world of video games, really kind of lifelong passionate gamer. But one of the things that started to come through were were that there were free games. There were games that were made by very small teams that were starting to kinda gain attention, and and I think we started to call them indie games in around that period of time. But some of them were coming out of the doujin scene from Japan that was a little older. Some of them were coming out of a kind of independent practice that flowed from, you know, shareware in the in the nineties and so on. But there was definitely something feeling like it was happening around then. And I guess Adobe Flash started to become a platform that you could make games on at that time. So I started in a period of my life where I was trying a lot of different things. You know, I'd been in a band. I was making TV commercials for mobile phone ringtones. And, really, I was supposed to be writing a dissertation for my PhD in philosophy and procrastinating like crazy, but I started to get into to writing flash games and sharing them online. And it was a period of time where you could knock something together on your laptop, pop it on a free shared web host, and it would get featured on major gaming blogs, and people would be playing it in sort of tens of thousands. So that's how I got into it. But …

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  • Games like Europa Universalis carry enormous friction through complexity but are never labeled difficult.
  • QWOPBy guest

    by Bennett Foddy

    Game designer Bennett Foddy, creator of QWOP, Getting Over It, and Baby Steps, discusses his physics-driven design process. QWOP, for example, was intended as a competent running simulator but became something absurd through discovery.
  • by Bennett Foddy

    Game designer Bennett Foddy, creator of QWOP, Getting Over It, and Baby Steps, discusses his physics-driven design process.
  • Baby StepsBy guest

    by Bennett Foddy

    Game designer Bennett Foddy, creator of QWOP, Getting Over It, and Baby Steps, discusses his physics-driven design process with host Joe Nash. Topics include how gameplay emerges from discovered systems rather than planned mechanics, why "difficulty" is an imprecise concept, how streaming reshaped player experience, and the five-year development arc of Baby Steps.
  • Games like the FromSoftware catalog and TrackMania's DeepDip community maps — a checkpointless tower with a $30,000 community prize — demonstrate that removing safety nets produces passionately engaged audiences.

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