Demo Driver 8: Just Get Through

Assume everything on every map will kill you.
In the oldest days of video games, this is what it was all about. We didn’t get an introduction to what we were doing. There were no explanations. If you were very lucky, there was an ending screen or two that tied everything that you had done into some sort of overarching narrative. More often than not, though, what you had was games clearly from the same food group as Just Get Through, challenges without context.
This is made somewhat more forgivable when you consider that the game is a one-person effort, and even more so when you admit, however grudgingly, that the game does a more than halfway decent job of living up to the spirit of what made older games fun without being tied into nostalgia or the trappings of the games. You start out by spawning in the middle of a cavern network with no real indications of what you should be doing, and no answers are forthcoming. All you can do is try to find the next portal. Or die along the road.
Eventually, you will die along the road.
Challenge Accepted: I earned it

I have the tools to kill all of these orks, so I will kill them and get their stuff, because that is how this works.
In real life, overcoming challenges sometimes leads to rewards. Emphasis on “sometimes.” Sometimes overcoming challenges just means you’ve overcome a challenge. You climbed to the top of the hill, and your reward is seeing the other twelve hills ahead of you while you climb down this one. Or you climbed halfway up the hill when a falcon randomly deposited a sack full of money at your feet. How hard you work has some connection to success in real life, but it is not a perfect correlation by any means.
Games are not dissimilar. The notion is hardwired into gaming that a challenge equals a reward so long as the challenge was not completely self-inflicted (playing Metal Gear Solid one-handed is definitely going to be a challenge, but the game isn’t going to reward you for your determined efforts to make it harder). Yet there are challenges with rewards that seem either far too big or too small for the effort put in, because it turns out that properly balancing a challenge and a reward is really difficult.
The Final Fantasy Project: Final Fantasy V, part 3

Artwork from a sketch by Yoshitaka Amano
So Lenna is convinced that her father’s wind drake is on top of the nearby mountain, and the rest of the party agrees to go along with this because, well, they weren’t doing anything. Also there’s no other route to the water crystal than via the air at this point, so that’s a good motivator. The trek to North Mountain isn’t terribly interesting, with its very name making it pretty clear where you’re heading.
As with most dungeons that take place on mountains through the series, this is not a particularly interesting or ornate area, largely linear and without much in the way of hidden passages. What is interesting is that you’re probably moving along nicely with your character jobs by this point, unlocking some abilities to toss into your secondary slot and probably considering swapping jobs on some characters. This is actually reasonable, since later job levels take more and more ABP to learn, but later enemies reward more ABP for clearing a battle. If you haven’t been constantly swapping, as you move through this dungeon you’ll start picking up some real options.
Having a million more ways to interact with people online than we had back in 1997 has meant that people have gotten creative. Very creative, at times. Instead of just doing all of your roleplaying via the game now, you can have in-character journals, Twitter accounts, Tumblr accounts, and so on. Even I’ve gotten in on the fun; as I’ve mentioned in the past, I’m