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EssayJul 03, 2026·9 min read

How I Escaped Through Games, and Why I Can't Anymore

D
Dragos
Full-stack Developer · Romania
How I Escaped Through Games, and Why I Can't Anymore

For a long time, games were the fastest exit I knew. Press a key, and the room I was actually sitting in stopped mattering for a few hours. This is the story of what that door gave me, what changed once I started building software, and why the same eye that makes me good at my work quietly took my favorite escape away.

The door games opened

The first time a game truly pulled me under, I did not notice it happening. One evening I sat down for what I told myself was twenty minutes, and when I looked up it was dark outside and I had lived a small second life. Nothing about the real day had changed, yet I felt lighter. That was the trade, and for years it felt like a fair one.

Escape gets a bad reputation, as if wanting out of your own head for a while is a weakness. I never saw it that way. School could be loud and pointless, the future felt like a wall I had no ladder for, and a good game offered a world where effort actually connected to reward. You tried, you got better, you saw the number go up. Real life rarely gives feedback that clean.

Games were also where I first felt competent at anything. I was not the fastest or the strongest kid, but I could read a system. I could learn the rules of a world faster than most people around me, and inside those rules I felt sharp instead of lost. That feeling was addictive in the best sense: it told me I was capable, even when the rest of my life was busy suggesting otherwise.

There was company in it too, even when I played alone. A well made world feels authored, like someone sat on the other side of the screen and cared whether I had a good time. Late at night, that authored care felt a lot like friendship. Someone had thought about the exact moment I was living in, and had tried to make it land.

The escapes stacked into a kind of education I did not ask for. Pacing, tension, reward, the slow build to a payoff: I absorbed all of it without a single lesson. I learned how a story earns its ending, how a difficulty curve keeps you leaning forward, how silence can say more than a cutscene. None of it looked like studying, and all of it stuck.

Underneath the fun there was always a machine, and part of me was quietly staring at it. Why did this level feel fair and that one feel cheap? Why did one menu feel good under my thumb and another feel like wading through mud? I did not have the words yet, but I was already taking the toy apart in my head while I played with it.

So the door was never only an exit. It was also the first place I learned to look closely at how something was made and to care about the difference between good and almost good. I walked through it to get away, and without meaning to, I walked into the thing I would spend my life doing.

When the builder's eye never clocks out

Then I learned to build, and something changed that I cannot undo. Once you have shipped software, once you have sweated over a loading state or an animation curve, you stop being able to see only the surface of things. You see the seams. You see the decisions. You see the person who made it, standing just behind the screen.

Now I sit down to play and a second track starts running. A menu opens and I am already judging the transition. A world loads and I am guessing how they streamed the assets. A fight starts and I am wondering about the netcode, the hit registration, the tricks holding the illusion together. The story is happening in front of me, and I am reading the credits in my head.

It is not that I stopped enjoying craft. If anything I admire it more, because now I know what it costs. When a game nails a detail, I feel a flash of real respect, developer to developer. But respect is not the same as immersion. Applauding the magician is a different experience from being fooled by the trick, and I seem to have traded one for the other.

The worst part is that I cannot switch it off on command. I have tried. I tell myself to just play, to be a person having fun, and for a few minutes it works. Then a small thing catches my attention, a janky camera, a clever bit of level design, an obviously expensive effect, and the analyst wakes up and takes the controller out of my hands.

I think this is the tax on getting good at anything. Chefs cannot fully relax at dinner. Musicians hear the mix, not the song. Once you know how the sausage is made, you cannot unknow it, and the knowledge quietly moves in between you and the simple pleasure you used to have. Expertise gives you a sharper eye and charges you your innocence for it.

There is grief in that, honestly, even if it sounds dramatic to say so. The escape that carried me through a lot of hard years does not work the way it used to. The door still opens, but the room on the other side has the lights on now, and I can see the set dressing and the wires. I got something enormous in exchange, but I did lose something real.

And yet I keep loading games up, which tells me the pull never actually left. Some part of me is still hoping to fall in, to forget the machinery for one honest evening. Occasionally, with the right game at the right moment, it still happens. Those nights feel like getting a gift back that I thought I had outgrown, and they are the reason I have not stopped trying.

Why code is not always the answer

Building for a living taught me a second lesson that took longer to accept: code is not always the best option, and being able to build something is not a good reason to build it. For a while I treated every problem as a thing to be engineered, because engineering was the hammer I was proud of. Almost everything started to look like a nail.

The instinct runs deep in people like me. See friction, remove it. See a manual step, automate it. See a rough experience, optimize it. It feels like virtue, like leaving the world tidier than you found it. But some friction is the point, and some experiences get worse the moment you make them efficient. Not every rough edge is a bug.

Games taught me this before I had the words for it. A game with no challenge is not fun, it is a screensaver. The difficulty, the waiting, the parts that resist you, those are not defects to be patched out. They are the reason the reward means anything. Strip the struggle and you strip the joy that was hiding inside it, and you are left with something smooth and empty.

Life has a lot of that shape. The slow dinner that a faster process would ruin. The walk that has no destination to optimize toward. The clumsy first conversation that a script would drain the life out of. If I automated every inefficient human moment I could reach, I would end up with a very optimized life that was somehow much smaller than the one I started with.

So the real skill, the one nobody teaches you next to the syntax, is knowing when not to build. Sometimes the best engineering decision is to leave a thing alone. Sometimes the honest answer to a request is that code would technically solve it and quietly make it worse, and that a person, a habit, or a bit of patience is the better tool for the job.

This carries straight into my work. Clients often arrive certain they need a complex system, and part of my job is to ask what actually hurts and whether software is even the right medicine. The most valuable thing I can offer is not always more code. Sometimes it is a smaller build, a simpler flow, or the discipline to say that the fancy version is not worth what it costs.

The paradox is that learning this made me a better builder, not a lazier one. When you stop reflexively coding everything, the things you do choose to build get your full attention. Restraint is not the opposite of craft, it is part of it. The best work I have shipped is defined as much by what I refused to add as by what I put in.

Learning to play again

Knowing all of this, I am trying to learn how to play again, on purpose this time. It turns out that the innocence you lose to expertise cannot be recovered, but a different kind of enjoyment can be built in its place, if you are willing to do the strange work of relaxing on purpose.

The first thing that helps is honesty about what I am doing. When I sit down to play, I try to name it: I am here to enjoy this, not to review it. That small act of framing does not silence the analyst, but it does move him to the passenger seat. I can notice a clever design choice and let it pass without writing a mental essay about it.

The second thing is choosing games that invite immersion instead of fighting me for it. Some worlds are so confident and so complete that even my critical brain gives up and just lives there. I lean into those now. I would rather have one game a year that genuinely swallows me than ten that I merely appreciate from a professional distance.

I have also made peace with a quieter kind of joy. If I cannot always fall through the screen the way I did as a kid, I can still feel the specific warmth of watching a master do their thing. There is real pleasure in recognizing brilliance, in seeing a problem I have struggled with solved elegantly by someone else. It is not escape, but it is not nothing.

Some evenings, rarely and without warning, the old thing still happens. The track in my head goes quiet, the seams disappear, and for a couple of hours I am just a person in a world that someone built for me to enjoy. I do not schedule those nights and I cannot force them, but they still come, and each one feels like proof that the door is not sealed, only heavier.

I am starting to think this is the real deal you strike when you go from consuming things to making them. You give up the easy, total escape, and in return you get to understand the thing you love from the inside. That is not a downgrade. It is a different, more demanding relationship, and on my better days I would not trade it back.

Mostly, I am learning to hold both truths at once. I can love how a game is made and still let it move me. I can see the wires and choose to look at the magic anyway. The eye that studies and the kid who wants to get lost do not have to fight for the controller. On a good night, they play together.

Conclusion

Games were the door I used to get out of my own head, and building software is the reason I now see the whole doorframe, the hinges, and the person who hung it. I would love to tell you I found a clean fix that gives me back the effortless escape of being fourteen. I did not, because there is not one. Expertise is a one way trip.

But the lesson underneath it turned out to be worth the trade. Not everything should be optimized. Not every problem wants code. Some friction is the joy in disguise, in a game and in a life, and the wisdom is in telling the difference. Learning that made me better at my job and, slowly, better at being a person who can still put the analysis down and just play. The escape got harder. The understanding got deeper. On balance, I think I came out ahead.