Amir0x said:
Apparently the sole remaining positive aspect of dying in LIMBO is servicing some lame meta joke that art house elitists think is super duper hip.
Limbo's gameplay, its repetitive deaths, perfectly serve its concept, themes, and even its 'plot'. I have massive admiration for that, because almost no games manage this harmony (which Johnathan Blow would probably call ludonarrative consonance), almost no game designers know how to create or sustain it, and almost no game players ever even stop to think about it.
On a simple level, Limbo asks us to consider our attitude to death in videogames and the ways we take it for granted (just as, say, Bioshock briefly asked us to consider the linearity and narrative determinism of videogames). You could take it further and say it prompts us to consider our attitude to any and all arbitrary frustrations and suffering we encounter in the real world.
The title wasn't chosen at random, and this isn't just a convenient setting for a videogame. It's a gameworld that mirrors the states of being lost, stuck, trapped, frustrated (and this is a
puzzle game, remember). Limbo argues -- through the very nature of its gameplay, through its unavoidable deaths -- that arbitrary and repetitive suffering can be surmounted by perseverance, by open-mindedness to new discoveries or approaches, and above all by a healthy mentality.
I would argue Limbo offers a lesson, along with cool art and some nifty puzzles, that you have unequivocally refused to even consider. The moment it asks you to question something you have long since internalized as standard ("Dying in a videogame is bad; it is the enemy of progress; I know this because in the games I have played, dying has hampered my progress."), you just get angry and frustrated. This saddens me, honestly, because games that are this clever, as well as being this fun (and I found Limbo fun 97% of the time while I was playing), are exceedingly rare.
In short: if you tend to rage over Limbo's "bad game design", you may find ordinary day-to-day living very, very difficult to bear.