Dark Souls and the compulsion to repeat: why we insist on dying
You die. The screen darkens, the message appears, and you are back at the last bonfire. Every enemy has respawned. The souls you had gathered are lying on the ground, at the exact spot where you fell, and if you die again before reaching them, they are gone for good. Dark Souls (FromSoftware, 2011) did not hide death in a difficulty menu: it made death the structure of the game. Which raises the question outsiders reasonably ask: why would anyone do this on purpose, dozens of times, for fun?
Dying is not the failure, it is the method
The lazy answer is that Souls players enjoy suffering. They do not. Nobody feels pleasure at the moment of death, the irritation is real, the controller occasionally flies. Something else is going on, and it is more interesting: repetition in Dark Souls is not punishment, it is forced learning. Each death hands back information you did not have. The boss has a pattern. The trap has a timing. The corridor has an ambush. You do not mainly become stronger. You become better informed. The game replays the same scene until it stops being a shock and becomes a readable text.
Freud and the repetition that seeks no pleasure
In 1920, in a text that broke the spine of his own theory, Freud faced a similar problem. He had been arguing that mental life is governed by the pleasure principle: we seek satisfaction and avoid unpleasure. Then he observed soldiers returning from the First World War who dreamt, night after night, of precisely the horror that had made them ill. There was no wish fulfilment in it. It gave no pleasure whatsoever, and still it came back. Freud called this the compulsion to repeat, Wiederholungszwang, and wrote Beyond the Pleasure Principle to account for it.
In the same text he describes the scene of his grandson, a year and a half old, throwing a cotton reel out of sight while saying something like “fort”, gone, then pulling it back by the string and celebrating, “da”, here. The boy was repeating, alone, the most painful experience in his life at that moment: his mother leaving. Freud saw the point. The child was not reliving the suffering for enjoyment. He was turning something he underwent passively into something he did actively. Whoever throws the reel is in charge of the absence.
The bonfire is the string on the reel
That is exactly the operation in Dark Souls. The first time a boss kills you, you are passive, run over by something you did not understand. From the second time on, you are the one choosing to come back. The bonfire is the string: it guarantees that the scene can be replayed on your command, as often as you want. The game offers what trauma never offers, which is the chance to stage the same defeat again, this time with you holding the end of the line.
Mastery, not masochism
The two are worth separating, because common sense confuses them. Masochism means deriving satisfaction from one's own suffering, and that is not what happens here. What Dark Souls offers is the work of mastery: you repeat not in order to suffer, but in order to stop suffering that particular thing. The proof is the moment the boss falls. The euphoria of that instant is not proportional to the challenge itself, it is proportional to the number of times that thing beat you before. Nobody celebrates an easy win like that. What is being celebrated is the move from the position of the one who is hit to the position of the one who understands.
What remains afterwards
There is a curious and rarely discussed effect: people who have finished Dark Souls tend to say the game became easy. It did not. You changed. The same attacks that were chaos became syntax. This has a name outside video games, and it is one of the things psychoanalysis pursues: working through. It is not forgetting the difficult scene, nor repeating it forever unchanged. It is repeating it until it can be thought about rather than merely endured. The difference between repetition that imprisons and repetition that frees lies precisely there, in whether something is transformed along the way or whether everything returns identical.
Where repetition becomes a trap
The caveat matters, because not all repetition is working through. There is repetition that goes nowhere: the same argument with the same person, the same kind of relationship ending the same way, the identical attempt failing identically and being repeated anyway. Dark Souls is honest precisely because its repetition produces difference. If you die thirty times in the same way, the game does not punish you with extra damage, it hands back the information and waits. Off screen, the trouble starts when we repeat and nothing in the scene changes, nor does our position within it. That is not mastery, it is insistence.
Perhaps that is why Dark Souls became such a strangely comforting object for so many people. It builds a world where losing is ordinary, expected and reversible, and where the only thing required of you is to come back. Not because defeat is beautiful, but because at the bonfire it turns into something you can face again, this time with a question in hand.
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Why we keep playing what stopped being fun Why do we need to platinum? The psychoanalysis of 100%References
Freud, S. Beyond the Pleasure Principle (1920): the compulsion to repeat (Wiederholungszwang), the dreams of traumatic war neuroses and the cotton-reel scene (fort-da).
Comments
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