Speedrunning, or how to read a video game backwards
I watched someone finish a game that had taken me forty hours, in under half an hour, by walking through a wall on the third screen. My first reaction was irritation. My second, more honest one, was that I had just understood the structure of that game better than in forty hours of obedient play.
The game as text, the runner as a bad-mannered reader
A game offers a route. Doors that open in a certain order, difficulty that rises, a story revealed at the pace its writers planned. Playing normally means accepting that reading contract.
Speedrunning politely refuses it. It doesn’t cheat in the strict sense, it uses the game as it actually exists, not as it was told. The distinction is fundamental: a runner doesn’t modify the program, they explore the states it can reach. The categories the communities maintain, with or without bug exploitation, with or without full collection, are reading conventions negotiated between players, not dictated by the publisher.
That shift changes what the object is. The game stops being a story to consume and becomes a system to map. The question is no longer “what does this work say”, it’s “what does this machine really allow”.
Knowledge built collectively, outside the industry
What moves me about this practice is its method. A fast run is never one person’s feat. It’s an accumulation: someone discovers a collision offset, another makes it reproducible, a third finds the route that makes it useful, a fourth saves two seconds on the manipulation. Reference times are verified by volunteers who go through videos frame by frame.
All of this work is documented, discussed, versioned, and given away. Nobody takes out a patent on it. Charity marathons like Games Done Quick, which have broadcast these runs since the early 2010s, have even turned show production towards donations. An industry that sells seasons, passes and cosmetics is watching a community produce, for free and from its games, a cultural value it hadn’t planned and can’t really sell.
The publishers have noticed. Some sponsor, invite, and promote. That’s fair enough, and it remains a pleasing reversal: the most durable extra content for many games was made by people who were never paid to write it.
A practice that wears down the people who do it
Let’s not idealise it. Repeating the same segment for months to shave a fraction of a second, on games you know pixel by pixel, looks a lot like work, with real physical costs in the wrist and neck. When a volunteer practice half-professionalises through streaming and donations, it inherits the worst of both worlds: the pressure of performance, without the status.
I don’t run. I watch, with the same pleasure as a close reading of a text by someone who knows the work by heart and loves it enough to disobey it.
What it changed in how I code
Since then, I look at my own interfaces differently. A user who goes around the intended route isn’t making a mistake, they’re showing me where my system is really more permissive than my documentation. The best user feedback I’ve had on a tool I wrote came from someone who was using it backwards.
Next time I spend forty hours on a game, I’ll know that somebody, somewhere, has already found the door behind the wall.
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What I read, watched or checked while writing this article.
- Wikipedia (fr): overview of speedrunning, its categories and its verification practices fr.wikipedia.org (opens in a new tab)
- Speedrun.com: leaderboards and rules for each category, maintained by player communities speedrun.com (opens in a new tab)
- Games Done Quick: charity speedrunning marathons broadcast live since 2010 gamesdonequick.com (opens in a new tab)