Critical Play: Worldbuilding – Owen Sample

In Celeste, designed by Maddy Thorson and Noel Berry for PC and consoles in 2018, the mountain isn’t just a passive obstacle course for its target audience of core, challenge-seeking gamers like many other games in the genre. It’s an active, shifting mirror of Madeline’s psychological state. By tying the world’s hazards directly to Madeline’s anxiety rather than treating them as external monsters, Celeste subverts the idea that traits and alignment are hardcoded into living things—a trope common in traditional fantasy world-building like Dungeons & Dragons—turning a genre usually built on conquering threats into a story about internal reconciliation.

Theo and Madeline start to work to get better by talking about their stories over a campfire, the beginning of accepting who they are.

In tabletop RPGs like D&D, world-building often relies on fixed traits where specific species or creatures are born with innate alignments, like Orcs being inherently aggressive or subterranean monsters being evil by default. Celeste rejects this framing entirely. The hazards scattered across Mt. Celeste, like the pulsating dark sludge cluttering the Celestial Resort, aren’t native flora or fauna. They are physical manifestations of Mr. Oshiro’s fear of abandonment, Madeline’s escalating panic, and Theo’s issues with social media. Madeline doesn’t carry a fantasy curse or an innate biological flaw; her struggles are deeply societal, born from modern pressures like burnout, isolation, and imposter syndrome. Even her support system is grounded in culture rather than magic. Her newly made friend Theo anchors the surreal climb in contemporary reality through his smartphone, his social media posts, and simple campfire chats, framing coping mechanisms as learned human behaviors rather than inherited gifts.

About midway through, when Madeline still sees her issues and Badeline as something to be fought and erased, she looks down on herself because of those features.

This refusal to treat internal traits as innate monsters reaches its peak with “Part of Me,” or Badeline. At first, she seems to fit the classic “Evil Shadow” trope, like Dark Link or an evil clone in an RPG, where the hero’s goal is to defeat and destroy their dark half. But as the climb progresses, Celeste flips this trope on its head. Badeline isn’t evil; she’s Madeline’s overprotective survival instinct trying to keep her safe from the risk of failure. When Madeline tries to fight or banish her at the start of Chapter 6, Badeline throws her all the way back down to the mountain’s base. In terms of mechanics, fighting Badeline creates frantic, hostile platforming dynamics, proving that treating a part of yourself as an inherent enemy only makes the internal conflict worse.

Refusing to treat Badeline as a biological monster to be slain is where the game makes its strongest ethical choice. In a story centered on mental health, subscribing to the traditional fantasy trope of inherent evil would be deeply harmful, as it implies that self-doubt and anxiety are irredeemable flaws that you have to hate and destroy to succeed. Instead, Celeste shifts the core dynamic from combat to integration. In Chapter 6, Madeline stops running, listens to Badeline, and accepts her. This narrative breakthrough is tied directly to game feel and movement mechanics: merging with Badeline rewards the player with a second mid-air dash.

This mechanical reward highlights how Celeste maps its formal mechanics directly onto its storytelling. The game uses tight movement mechanics—dashing, wall-climbing, stamina management—to drive punishing platforming dynamics, which ultimately produces an aesthetic of challenge. In traditional platformers, challenge exists purely to test mechanical skill. In Celeste, however, every mechanical hurdle is tied directly to Madeline’s emotional struggle, making movement itself the narrative.

I died an average of 4.4 times per minute, without getting to the end, where the hardest content is, and went insane doing it.

This integration of mechanics and narrative is what sets Celeste apart from other games in the genre. A platformer like Super Meat Boy treats its mechanics as pure spatial punishment, keeping the environment completely detached from any emotional context. Celeste makes movement be the story. However, the movement can be incredibly difficult, to the point where it is a problem; dying 1,700 times in 6.5 hours almost made me break my Steam Deck. I think that the best way to fix the difficulty of Celeste is by upping the frequency of respawn points, so that your progress is saved slightly more often, as I found the peak of my frustration was at super hard sections that respawned you back a mile.

Ultimately, by steering clear of fixed biological archetypes and inherent evil, Celeste shows how world-building can elevate game mechanics. Mt. Celeste isn’t a mountain to be conquered, and its shadows aren’t monsters to be killed. By framing identity as dynamic, cultural, and human, the game aligns precision platforming with a message of self-acceptance, proving that subverting classic tropes can make a game design vastly more meaningful.

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