How Hades Makes The Case For Failure

In a medium that is often at odds with itself and what it means to balance linear narrative, replayability and player agency, Hades stands out. It’s a game that deftly maneuvers around the repetition inherent to its genre and gives it narrative purpose. While so many other games lose steam due to poor story pacing or repetitious combat, Hades’ careful balance between its narrative ambitions and rogue-like structure offers broad support to both the story-based and the more systematic aspects of its design. Hades doesn’t just buffer the frustration of failure. It makes the player look forward to it.
In Hades, Prince Zagreus, son of the god Hades, is attempting to escape his father’s domain by fighting through the halls of the Underworld. After learning of his mother’s identity and her abandonment of the realm, he decides to leave and make it to the mortal world to find her. Complicating his exit is his father’s wrath, which turns every denizen of hell, and the very configuration of the domain, against him. As Zagreus tries to leave, he must face a difficult and unpredictable path each time.
But while he advances through each layer of the Underworld, he is also supported by his Olympian family members, who are eager to help their distant relative escape. Lord Hades hid his son’s birth from them, and even now, a shroud from his guardian Nyx obscures Zagreus from their vision. They bestow Blessings and Trinkets on Zagreus, appearing sporadically as he makes his way to the surface. At times, Zagreus’ persistence is pitiable; every return to House of Lord Hades marks yet another failure. But with every new escape attempt, he becomes more resilient and closer to the family he never knew.
Hades puts an admirable amount of effort into imbuing its fail state with value. Many games accept the player’s potential death as such a given that they don’t bother to offer the same narrative tricks that we use to cover up other design conflicts. While failure may not be inherent to all game types, in general, games have evolved around a basic structure of offering a skill-based challenge. Naturally, the trial and error process of getting through a game level can be repetitive. As the medium has grown, one inadvertent godsend has been the roguelike genre, which, while originally conceived of as an exercise in mastery, has the side effect of also being unpredictable enough to fight monotony. By using modular design elements to randomly generate environments, it eliminates the player’s ability to memorize their surroundings. But while it has an unpredictability factor that keeps the gameplay fresh, there’s still an abundance of recurrence that threatens to derail the player’s attention. When an atmosphere is not created with intent, its details become easy to brush off or ignore. I’ve always been a procedural generation cynic, seeing it as a shortcut that asks the player to attribute their own meaning to an environment rather than derive it from a specifically curated space.