HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
A steep stone flight seen from its foot looking up between two ruined balustrades, the treads hollowed and wet, the terrace at the top burning red against a low sun while the bottom of the stair sits in shadow.
PATH 01  ·  FROM THE LADDER GATE

THESE STEPS ARE WORN
hollow in the middle.

One flight, between the terrace you are standing on and the one above it. Every dip in this stone was cut by somebody entirely ordinary, doing something small, on an evening they no longer remember.

ONE FLIGHTWORDS BY POPPYNO RANK AND NO PERCENTILE HERE
THE FLIGHT

Leaving a step is three dull jobs.

The ladder above the gate has terraces going up into cloud, each with a line under it and a line over it. This page is one flight between two of them, seen from the bottom, where the only thing that exists is the work. Three jobs live on this stair, all of them boring, and almost everybody skips one — which is why a step can take a year.

◆ WHY THE STONE IS HOLLOW
Nothing on this flight is rare. The dips were not cut by talent; they were cut by repetition, by people doing the same three things on the same unremarkable nights. If the work looked special, you would already have heard about it.
Stone steps climbing toward a ruined arch at sunset, each tread worn into a shallow hollow down its centre and holding the last of the light.
THE WEAR DRIFTS TOWARD THE RAIL AS THE STAIR STEEPENS
01
STEP 01 OF 3

Play to find out.

The moment a position becomes a thing you own, every game becomes a thing you can lose — and you quietly stop trying the action you are worst at. That action is the entire step. Go in with one thing you are testing, and let the result be information rather than a verdict.

THE WORK  ·  ONE THING BEING TESTEDTHE WEAR  ·  NOBODY GOT UP HERE DEFENDING
02
STEP 02 OF 3

Watch the loss you would rather not.

The instinct is to review the game you nearly won, because it is the pleasant one. The information is in the game that was over early. Watch your own side of it and look for the decision, not the moment it visibly went wrong — those two are usually minutes apart.

THE WORK  ·  ONE LOSS, END TO ENDTHE WEAR  ·  EVERYBODY SKIPS THIS ONE FIRST
03
STEP 03 OF 3

Know the hour you get worse.

Somewhere in every session you stop practising and start rehearsing mistakes, and the games you replay on the way to bed are all from after it. Nobody can hand you that hour. You find it once, by catching two losses in a row where you watched yourself err and kept going.

THE WORK  ·  FIND YOUR OWN EDGETHE WEAR  ·  IT ARRIVES EARLIER THAN YOU THINK
Close on a single stone step in the rain, its centre worn into a hollow deep enough to hold a pool of standing water that catches the red sun.
THE HOLLOW

The dip is the only proof you need.

A step wears in the middle because everyone stands in the same place. Nobody aims for the centre — it is simply where a foot lands when you are tired and looking up. After enough feet the stone gives, and eventually the dip is deep enough to hold the rain.

That is the whole of the comfort on offer here, and it is more than it sounds. Whatever is stopping you now has stopped an enormous number of people in exactly the same spot, and most of them are above you today — not because they were different, but because they came back on a night they did not feel like it.

A worn step is not a monument. It is a headcount.
The edge of a terrace seen from below, its parapet and buttresses catching the last light against a burning red sky while the rock beneath it is already dark.

The terrace above you still has the sun on it. That is not a message about you.

ROUND THE BEND

A losing streak is weather.

A run of losses arrives shaped like a sentence: you are worse than you thought you were. It is not one. The fourth loss really is affected by the third — through your hands, your patience, how fast you queue again — and not through some quality that drained out of you overnight.

What it does do is small and worth respecting: it makes you play faster, hold tighter, and reach for the safe option you already know does not work. Read it as a signal to stop for the night, not as evidence to file. The stair turns before the top anyway — from here you get the next six steps, which is exactly as many as you can act on.

IT IS  ·  A RUN OF GAMESIT IS NOT  ·  A MEASUREMENT
A stone stair turning a corner against a cliff face in the rain, the steps continuing up out of sight around the bend with the top nowhere visible.
ONE FLIGHT OF MANY

This flight is not the ladder. It is one of the flights the ladder is built out of — and every one of them is worn in the same place.

Flight after flight of stone stairs stacked up the face of a vast fortress at sunset, braziers lit along the walls, the highest runs disappearing into cloud.
THE WHOLE LADDER IS ONE CHAPTER UP THE LADDER GATE →

Quest Log

GUIDES BEING WRITTEN FOR THIS PATH
01How to Queue With One Thing You Are TestingQUEST PENDING
02How to Watch Your Own Loss All the Way ThroughQUEST PENDING
03How to Find the Hour Your Session Turns Against YouQUEST PENDING
04How to Read a Losing Streak Without Rewriting YourselfQUEST PENDING
05How to Keep a Climb Note That Takes Two Minutes a NightQUEST PENDING
FROM POPPY

“I kept a note that only said what I was testing that night. It said the same sentence for a fortnight, then one evening it said something else. That was the climb.”

Poppy writes the Video Games chapters. She has taken this flight badly several times and is not especially embarrassed about it.

POPPY — CONTRIBUTOR PROFILE · HOME REGIONS: VIDEO & COLLECTIBLES