The Making of Gaming's Most Pathetic Character: A Journey into Baby Steps' Unlikely Charm
Nate, the lovably hapless protagonist of Baby Steps, is a character so painfully inept that it's almost endearing. But what makes him tick? Game developers Gabe Cuzzillo and Bennett Foddy, co-creators of the game, shed light on the making of Nate, who is, in their words, "one manifestation of my personality" โ a man-child with an obnoxious sense of pride and an existential crisis.
Foddy's games are notorious for their absurdity and humor, but Baby Steps takes it to a whole new level. Players guide Nate, a large, bearded, russet-haired 35-year-old guy with glasses, through a series of ridiculous challenges on a disastrous hiking holiday. The game starts off as a cruel joke, mocking the comfortable gaming experiences we're all too familiar with.
However, as players progress, they begin to identify with Nate's struggles and find meaning in his misadventures. "People coming around to him is common," says Foddy, who notes that many players initially hate Nate but eventually develop a soft spot for him. This phenomenon is at the heart of the game's philosophy: embracing the frustration and awkwardness to discover a deeper, more genuine connection.
Nate's design process was no less absurd. Cuzzillo recalls the character starting as a "blockman with tissue boxes for feet," while Foddy remembers them experimenting with different prototypes, including one where players controlled the character's individual toes. It wasn't until months later that Nate became the lovable loser we know today.
One of the game's most striking aspects is its exploration of masculinity through Nate's lens. The absence of women in the narrative is a deliberate choice, emphasizing that men can struggle with insecurities on their own. Foddy notes, "Men can have problems with masculinity just by themselves." This theme is delivered both through the story and gameplay mechanics, including abstract playable flashbacks to Nate's childhood.
A constant source of amusement throughout the game are the tantalizing pieces of shiny fruit that players must chase after, only to be rewarded with a comical close-up of Nate's face as he devours them. These moments of levity serve as a reminder that, despite its challenges, Baby Steps is ultimately about embracing the absurd and finding joy in the journey.
The game's final joke is that it's not entirely what it seems. The "ending" is actually just an illusion, with a final cutscene at the top of the mountain waiting to be discovered by players who dare to take on the challenge. However, for Cuzzillo, the true ending is Nate finally learning to ask for help โ a moment that had him re-realizing the game's themes and message.
Baby Steps may have started as a laughing stock, but it has evolved into something much more profound. As Foddy says, "Nate is a microcosm of the whole game, where it's both a piss-take and sincere at the same time." The making of this character is a testament to the power of collaboration and embracing one's flaws, resulting in something truly unique and endearing.
Nate, the lovably hapless protagonist of Baby Steps, is a character so painfully inept that it's almost endearing. But what makes him tick? Game developers Gabe Cuzzillo and Bennett Foddy, co-creators of the game, shed light on the making of Nate, who is, in their words, "one manifestation of my personality" โ a man-child with an obnoxious sense of pride and an existential crisis.
Foddy's games are notorious for their absurdity and humor, but Baby Steps takes it to a whole new level. Players guide Nate, a large, bearded, russet-haired 35-year-old guy with glasses, through a series of ridiculous challenges on a disastrous hiking holiday. The game starts off as a cruel joke, mocking the comfortable gaming experiences we're all too familiar with.
However, as players progress, they begin to identify with Nate's struggles and find meaning in his misadventures. "People coming around to him is common," says Foddy, who notes that many players initially hate Nate but eventually develop a soft spot for him. This phenomenon is at the heart of the game's philosophy: embracing the frustration and awkwardness to discover a deeper, more genuine connection.
Nate's design process was no less absurd. Cuzzillo recalls the character starting as a "blockman with tissue boxes for feet," while Foddy remembers them experimenting with different prototypes, including one where players controlled the character's individual toes. It wasn't until months later that Nate became the lovable loser we know today.
One of the game's most striking aspects is its exploration of masculinity through Nate's lens. The absence of women in the narrative is a deliberate choice, emphasizing that men can struggle with insecurities on their own. Foddy notes, "Men can have problems with masculinity just by themselves." This theme is delivered both through the story and gameplay mechanics, including abstract playable flashbacks to Nate's childhood.
A constant source of amusement throughout the game are the tantalizing pieces of shiny fruit that players must chase after, only to be rewarded with a comical close-up of Nate's face as he devours them. These moments of levity serve as a reminder that, despite its challenges, Baby Steps is ultimately about embracing the absurd and finding joy in the journey.
The game's final joke is that it's not entirely what it seems. The "ending" is actually just an illusion, with a final cutscene at the top of the mountain waiting to be discovered by players who dare to take on the challenge. However, for Cuzzillo, the true ending is Nate finally learning to ask for help โ a moment that had him re-realizing the game's themes and message.
Baby Steps may have started as a laughing stock, but it has evolved into something much more profound. As Foddy says, "Nate is a microcosm of the whole game, where it's both a piss-take and sincere at the same time." The making of this character is a testament to the power of collaboration and embracing one's flaws, resulting in something truly unique and endearing.