As I was hitting the instant reset button on Trackmania DS for about the 457th time in my first 10 minutes, two things struck me...
At some point, fairly recently in the history of video games, it became the norm to suggest that ‘trial and error’ was a mechanic flawed by definition. I’d have to imagine this was towards the beginning of the 7th console generation, as it was at this time that frustrated film makers started to ply their trade in video games, and the very idea of ‘failure’ became very unfashionable.
Trial and error is the same as any gameplay element; it can be clever, fun, and addictive - or it can be boring, frustrating, and cheap.
This was ‘Point A’: The idea that trial and error is a poor mechanic by definition is bunk.
The other thing is related to this. As the mainstream courted audiences outside the core gamer demographic by offering (barely) “Interactive Experiences”, the indie scene reacted in the best way it knows how: By making games that revelled in failure, embraced trial and error, and excelled because of it.
Trackmania wasn’t born from this era, but it was at this time that it started to be noticed away from it’s cult following on PC, and I put that down to a growing appetite for this kind of thing thanks to the success of other games.
And this is ‘Point B’: The best way to describe Trackmania to someone who hasn’t played it: ‘Super Meat Boy Kart’.



















