Narcissa Wright used to be the fastest Zelda: Ocarina of Time player. Her best run was nearly perfect, the stuff of, well, legends. Cut to now: Wright has developed hand problems and canāt speedrun. Sheās also decided to undergo hormone replacement therapy. Her life is fraught with change, and some of her viewers arenāt taking it well.
Origin Story
Kotaku: Youāre a high level Smash Bros player and a renowned speedrunner. Not only are you good at games, youāre good at very specific games in extremely specific ways. What drew you to that, to mastering these sorts of things instead of, like, being good at a specific genre or competing in a bigtime eSport or something?
Narcissa Wright: I grew up around games. I started playing games when I was, like, four. My friends and I played Smash on N64 and then Melee on Gamecube. We also played Soul Calibur and stuff like that. We got really competitive. Eventually it turned into traveling for tournaments and stuff, around 2005. Thatās when I got more serious with Smash stuff.
As for speedrunning stuff, there were some old communities back in the day [that I followed], but I really got into it when Ocarina of Time started getting broken open. It was around 2006. I found it really fascinating. I wanted to explore it myself. Eventually, that became speedrunning.
Kotaku: In what ways did you find it fascinating? What in particular stood out to you?
Narcissa Wright: Itās this game I played through. Iād collected everything, gotten 100 percent. It felt like there was nothing left to do. But then there was something new to do. People are still finding ways to do things out of order in ways that were never expected. When I first got started, more and more new stuff was being found, so it was like this new journey to break the game open.
Kotaku: Eventually, you worked your way up to setting the world record for fastest Ocarina of Time run. Then, because that wasnāt enough, you bested your own record. At some point, though, that must have become absolutely grueling. How did that affect your feelings toward the game? Did it deepen your appreciation, or did it become a love-hate thing? Because I imagine there were times when repeating sections over and over became just, like, nightmarish.
Narcissa Wright: Certain parts of practicing were really annoying. And it does come down to this endless grind of like… youāre just sitting there and sort of waiting for everything to come together. And itās so unlikely that itāll come together [in any individual run] that itās just sort of maddening.
Kotaku: What were the biggest sticking points in Ocarina? Were there any specific parts that made you want to round up every special gold cartridge edition of the game on Earth and shatter them into a million little pieces?
Narcissa Wright: So that changed over the years, because over time there were new routes, new things. So when it changes, itās interesting because itās brand new.
So currentlyāwhich is a little unfair to reference, because Iāve stopped playingāthereās, like, a 23 percent chance of something happening. If it does, you can continue the speedrun past the first eight minutes or so. So you have to play perfectly for eight minutes, and then only 20 percent of the time or so, youāll actually get to continue. Thatās incredibly frustrating.
But thatās after my time. Thereās other stuff thatās really frustrating, though. Like, thereās this trick called ESS where you slide really fast. You have to move the control stick really precisely. And sometimes itāll just drop because your movement is just a tiny bit off. Sometimes you have to do this frame-perfect trick that has to be done on exactly the right frame. Itās human error. You canāt be perfect every time. It sucks when you practice over and over to do something, and it comes time to do it, and you slip up by a tiny bit.
No more speedrunning
Kotaku: Why did you move away from speedrunning Ocarina of Timeāand also in general?
Narcissa Wright: I was satisfied with the run I did. It did eventually get beaten, and at first I was like, āShould I go back and try to beat that?ā But then I realized that I was really happy with what Iād done, and it would just be another long, long grind to shave off a few seconds. I didnāt feel like going through that again. It was like I broke out of hell after I finished it. I was free [chuckles].
But then a new route came out, and it was exciting again. If I wanted to go back into it, though, one of the problems was, there was this controller adapter that modifies the deadzone on the controller and the sensitivity of the joystick. It allows you to do speedruns more consistently. And itās like, is that cheating? People disagree. Some people think it is, some people think it isnāt. That plus the crazy 20 percent chance thing, it all compounds to be this really un-fun thing for me.
Youāve got people using the adapter or not using the adapter, and then you have some playing on Virtual Consoleāthe current standard version to useāand others who arenāt. This new route involves a part that crashes on the N64, but not in the Virtual Console version. So itās like, should this count? Nobody can agree on any of the rules, and itās this big clusterfuck. There are other games I could play instead of going back and deciding what rules I want to play by.
Thereās always a controversy, though. I used to do it on the Chinese version of the game. Some people thought that was kinda sketchy. As well as resetting the console to save time. On top of that, there are always people who are like, āWell, youāre glitching to the end. That doesnāt count.ā Everybody has a different opinion on what counts and what doesnāt. When you really go all the way down to the input device and everything, it all kinda falls apart in a way. Itās open to interpretation. Itās not this unified thing. Itās very subjective.
Iād like to speedrun Castlevania for the N64. Thatād be fun. Goldeneye levels as well. Thatās fun too.
Kotaku: Wait, Castlevania 64? Isnāt that game, you know, not very good?
Narcissa Wright: Yeah. I mean, it got alright reviews, but it has this bad legacy. People donāt like the game. For speedrunning, though, I think itās really, really good. Itās a great length. Itās around 40 minutes. There are cool boss strategies, cool skips. All of its elements together are really beautiful. Altogether, itās a really great speedrun.
Kotaku: I really like the idea of a game that, on its own, is mediocre or bad, but works beautifully for speedrunning. Can you go more into that? What can turn a bad game into a great speedrunning game?
Narcissa Wright: Itās a common trend, I think. I think thereās other games like that too. People like to do really wacky stuff with busted Sonic games. Games like Sonic ā06. The gameās programmed poorly, so it makes for an interesting speedrun.
Kotaku: You havenāt been able to speedrun lately, though, right? Because your hands are messed up? What happened there?
Narcissa Wright: I think itās all the years of playing games. But it got bad when Smash Wii U came out. I think Iām at 11,500 matches now. I played for long sessions. I was playing Melee at the same time too, and thatās even more demanding on your hands. If I play too long, it hurts a lot, and it hurts for a long time afterward. Itās been a huge problem. Itās made me feel like maybe I canāt get back into speedrunning as much as I want to with Castlevania and stuff.
I donāt have health insurance right now. Iām trying to get that settled. I walked into a physical therapy place, but they told me I need a doctorās note and insurance. I want to get that figured out in 2016. In the meantime, Iāve been doing stuff like hand exercisesājust trying to stretch my hands and take care of them. I also took a two week break from console gaming, and thatās helped a bit. But I still canāt do those long sessions.
This is a common problem, too. A lot of people have this problem. Particularly Smash players. But I think it happens in other games too. I think StarCraft players get hand problems as well, but I donāt know as much about that.
Kotaku: I think people are only just beginning to realize how much people who play games all the timeāprofessional streamers, eSports players, etcācan tax their own health. It feels like this thing where people ask so much of them, so they keep pushing themselves past their limits. Like, did you see the thing with [popular Twitch streamer] MANvsGAME admitting to drug usage in pursuit of ultra-long marathon casts? I think people view āplaying video games all dayā as the easiest job on Earth, but thereās so much youāve gotta do to get and keep peopleās attention. Some of that stuff has lasting consequences.
Narcissa Wright: Definitely. And I heard about the MANvsGAME thing, for sure. Mostly, though, I know about hand issues in hardcore console gamers.
What happens when a speedrunner canāt speedrun
Kotaku: How has your audience responded to your hand issues and subsequent shift away from speedrunning? It seems like youāve lost quite a few Twitch followers in recent times. Iāve also seen some people being astoundingly shitty on YouTube. I mean, I get that itās YouTube, but jeez. There are some merciless motherfuckers on there.
Narcissa Wright: Thereās people who understand, and theyāre still trying to support me and everything. Thatās really good. But thereās a lot of people who moved away, especially after my speedrunning stuff died out more. Speedrunning was definitely something people really enjoyed.
But I was sort of running out of motivation for that as well. It wasnāt just the hand issue. Thatās when I got back into Smash again. It was like, āOK, time to take a break from this mindless repetition.ā Time to actually play with other people instead of just grinding this single-player thing over and over.
A lot of people donāt like my content now, but thatās fine. They can go watch something else.
Kotaku: What are you using your Twitch channel for now? I saw that youāve been doing art, which is awesome, but itās also methodical and without concrete direction. I think you might have accidentally taken up speedrunningās polar opposite. Whyād you decide to start doing that on stream?
Narcissa Wright: I used to do some painting in the past, but not on stream so much. So Iāve been doing that a little bit. Itās been fun and challenging. I think art is really, really hard, by the way. Itās quite a bit harder than video games [laughs]. Itās so open-ended. Making things look right… I donāt know, I find it very challenging.
Itās also something to do. Itās not too stressful on my hands. Itās not a focus, though. Iām also spending a lot of time sort of vloggingājust talking to the chat and stuff. Thatās been fun, but Iām interested in a bunch of different things. First I want to get my hands better and get back into gaming. But Iām also interested in trying some other stuff too, and it feels kinda scatteredālike I donāt have a direct focus on what Iām doing.
For example, I have an idea for this online board game, and Iām trying to learn how to code it. Iām streaming that more. So thereās a lot of different things. I sort of think of the stream as an environment, and I go there and hang out. Itās sort of a different way of doing streaming.
Before I was so focused on speedrunning. People would come to my stream for speedrunning, and theyād find the same content every time. And theyād like it, and theyād get into it. It got a lot of momentum like that. But now I donāt really have that momentum. Itās challenging. But I feel like itās a good time for me to explore different things and try things.
I had ideas for all these speedruns on top of what Iām doing, but the motivation kinda fizzled out. I had to be honest with myself and not force it. I think if Iād have forced it, it wouldāve failed to be genuine, and people wouldāve realized that I wasnāt enjoying it. Iād rather stay true to my motivation and passion.
Kotaku: You mentioned that you have an idea for a game. What is it? How does it work? Is it inspired by what youāve learned while speedrunning, dissecting games in this super specific way?
Narcissa Wright: Itās an idea for a game Iāve had for about ten years. It feels like itās time to make it.
Game creation and speedrunning are similar in a way. If you play a game a lot, you start to see what is actually optimal to do from a winning perspective, what makes the game fun or interesting, what gives the player agency.
The game Iām thinking of is this multiplayer game, and I want it to be kind of strategic. Itād be interesting exploring what can be done, what makes it good. What I liked about speedrunning is that youāre trying to play optimally. Even with fighting games like Street Fighter or Smash, itās like a lot of risk-reward and maximizing efficiency. So I want to make something thatās really deep, but not stagnant.
At this point I mostly just have rules for the game, but those are subject to change. As for the theme, Iām not sure exactly. I kinda have some ideas, but thereās still a lot to do. Itās just something I really want to get done. It would be really cool, I think.
Transitioning
Kotaku: You also recently decided to transition and undergo hormone replacement therapy, which is a massive life change. Youāve been pretty open about it online, which strikes me as necessary when you make a living streaming, but also terrifying given that the Internet… well, the Internet can be overwhelmingly mean, especially when it comes to something people donāt fully understand.
Narcissa Wright: Yeah, the Internet is definitely not always a nice place. But it felt like this was a long time coming. I just sort of kept pushing it back and pushing it back. I finally decided to accept myself. A lot of people do not understand, and a lot of people leave really mean comments all the time. Itās kind of draining.
But at the same time, I have zero regrets. I know Iām doing the right thing. People can either get over it, or they can go watch someone else.
Kotaku: Yeah, it seems like people have been pretty nasty recently. I saw that you got DDOS-ed.
Narcissa Wright: I have no idea why people do that. It just sort of started happening recently. It was ongoing for, like, a month, and it was a huge pain. I finally got a VPN, and I think thatās fixed it for the most part.
It happened in the past too, though. Years ago, I got DDOS-ed. It was similarly irritating.
Kotaku: I saw that you switched your Twitch chat to subscriber-only as well. Were people using that as another place to be shitty?
Narcissa Wright: It was a signal-to-noise ratio thing. Even before [the transition], there were a lot of random comments. It was mildly irritating. I knew that by having the sub wall up, I could clear all of that out and talk more directly to people. Instead of being spammed by giant ASCII toucans or whatever [laughs]. I feel good about my decision.
Kotaku: Have there been upsides to shining a spotlight on your transition for you personally? Have you found support in gaming communities, especially the ones youāve cultivated?
Narcissa Wright: Yeah, thereās a lot of that. I got a huge surge of support initially, and it still kinda continues. But thereās also the huge negative crowd, which you can see in YouTube comments and on various other websites.
People try to drag down others for some reason. Maybe they just donāt understand it. Itās OK. I still get a lot of support from a lot of people, and I have close friends I talk to. I just feel good about everything.
The future is weird
Kotaku: In light of negativity youāve received pre- and post-transition, have you ever had moments where you considered leaving the public eye? Even regardless of people being garbage-spewing toilet monsters, does it all just get exhausting, essentially being on stage all the time?
Narcissa Wright: Iām someone who has a lot of opinions about stuff, but Iām very shy. I donāt share a lot of stuff sometimes. Iām pretty quiet. Like, I tweet pretty rarely, even though I have a lot of followers.
So sometimes Iām pretty reclusive or private, but Iām also public as well. Itās kinda weird. We live in this society we canāt be totally reclusive and alone. Iām making a living off the Internet, right? And I want to share the things Iām interested in. I want to make stuff. I want to stream. I want to share my experiences. But itās also weird.
Kotaku: Totally. You also have that side of yourself where you just want to be off on your own, in your own head, without pressure to perform or accountability to thousands of people. These days, though, you can never completely get away. If youāre a bigtime Twitch streamer or even just a power user on a service like Twitter or Instagram, life becomes a sort of performance.
Narcissa Wright: Oh for sure. I want to be accountable for myself. I do a lot of reading on my own. Thereās that side of me as well.
Iām really grateful that Iām able to live off the Internet, but itās at this borderline where I have some money saved up, but Iām losing some each month. Iām gonna be moving, and Iām gonna try to move to a cheaper place. Hopefully that will ease up tension with money issues. And Iād like to get on health insurance.
Kotaku: Does the knowledge that you have finite money and users slipping away because youāre doing so much experimentation with your stream put pressure on you? Do you feel like you have to heal up your hands asap and get back to doing what people want you to?
Narcissa Wright: Iām definitely taking it one step at a time. I donāt plan on going and doing something because thatās what everyone wants to see. I know people want to see certain things out of me, but I want to focus on what Iām actually passionate about.
Maybe thatās kind of ungrateful. Itās like, āIām only gonna do what Iām passionate about; now please pay for my existence.ā Maybe thatās super entitled. But I feel like Iām at my best when I can work on things Iām actually passionate about. Stuff thatās actually meaningful, instead of meaningless.
So itās one step at a time. Am I worried? Not really. Iām kinda optimistic. I think everything will work out.
Kotaku: Whatās next for you? Whatās your plan for 2016?
Narcissa Wright: Move to a cheaper place, get situated, get my hands looked at and taken care of, get health insurance, and continue streaming. Iāve been streaming almost every day. Itās been different things. Sometimes itās a vlog thing, sometimes Iām doing something like making a Mario Maker level or something [Editorās note: one of Narcissaās levels nearly drove Patrick mad, which is always fun].
I want to keep doing code too. I just started trying to figure out some code stuff. Iād like to work more with that, and I think Iād like to do it on stream. I want to make my game, or at least make progress on it.
Kotaku: Thanks for your time!
To contact the author of this post, write to [email protected] or find him on Twitter @vahn16