Designing a ‘Pathetic’ Protagonist: What Baby Steps Teaches Cycling Game Narratives
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Designing a ‘Pathetic’ Protagonist: What Baby Steps Teaches Cycling Game Narratives

bbikegames
2026-01-25 12:00:00
9 min read
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How Baby Steps’ intentionally awkward protagonist shows why underdogs deepen empathy in cycling games — and how to design them.

Hook: Why a 'pathetic' hero might be your best bet for a cycling game

Finding high-quality, emotionally engaging cycling stories is hard. Gamers and developers in 2026 still struggle with a small catalog of bike titles that truly blend rideable mechanics with character-driven narratives. If you’re a gamer tired of soulless lap timers or a dev looking for a way to make your next bike game stand out, Baby Steps offers a clear lesson: intentionally flawed, underdog protagonists create empathy, reduce churn, and amplify community engagement in ways that straight-faced heroes rarely do.

The evolution of the underdog in cycling games — why it matters in 2026

Through late 2025 and into 2026 the indie scene pushed narrative-first sports games into the spotlight. Festivals and digital storefront features revealed a player appetite for titles that fuse tactile riding with real human stories: not superstar athletes, but people who fumble, complain, and ultimately grow. This is the space where Baby Steps landed: a deliberately pathetic central figure whose smallness is the game’s power source. For developers looking to turn attention into revenue and repeat players, see the Creator Marketplace Playbook.

For the cycling niche, that matters because the sport is inherently vulnerable. Climbing a steep grade, battling wind, or navigating traffic exposes the rider to small, repeated failures. Translating that into a narrative with an underdog protagonist leverages an existing emotional architecture — the ups and downs of a ride become character beats that players recognize viscerally.

What Baby Steps teaches us about intentional flaws

Baby Steps’ creators made Nate a “whiny, unprepared manbaby” on purpose. Gabe Cuzzillo and collaborator Bennett Foddy leaned into an awkward, comedic form of vulnerability — a protagonist in a onesie with a notable physical aesthetic — to create a character players both laugh at and root for.

“It’s a loving mockery, because it’s also who I am” — the team behind Baby Steps on making a ‘pathetic’ character.

That loving mockery is critical. The design choice anchors player empathy rather than disgust. When a protagonist’s flaws are crafted with self-awareness and warmth, players are invited to project compassion rather than scorn. From a gamewriting perspective, that subtle tone shift is a signal: the game is safe to care about.

Psychology at play: why underdogs boost empathy

  • Vulnerability invites projection — Players see their own struggles in small failures; a protagonist who fails humanizes the stakes. Build shareable moments with moment-based recognition systems to encourage social sharing.
  • Contrast makes progress meaningful — Every tiny improvement becomes a win because the baseline is low.
  • Comedy tames frustration — Humor around flaws keeps tension manageable and makes repeated failure loops palatable.
  • Skill-gap scaffolding — Underdogs justify gradual learning systems, giving designers an excuse for expanded tutorials and progressive difficulty. Consider advanced matchmaking patterns for short club challenges (advanced matchmaking).

Mechanics and narrative: how to couple gameplay with a pathetic protagonist

For cycling games, narrative and mechanics must be tightly coupled. Baby Steps uses physical struggle as an emotional reading: Nate’s panting, missed steps, and halting progress aren’t just visual gags — they’re the gameplay’s heartbeat.

Here are design patterns that work well:

  • Embodied failure: Make failures feel physical. Wobbling handlebars, endurance meters that sag, or awkward animation cues increase identification with the protagonist’s predicament. Also instrument session data and overlays so streamers can clip the best moments with low latency (interactive live overlays).
  • Emotion-linked resources: Tie stamina, courage, or morale to narrative beats. When the protagonist tells themselves they can’t, make it mechanically harder — but reversible through supportive NPCs or player skill.
  • Micro-goals: Replace unreachable long-term objectives with short, empathetic wins — reach the next bench, reattach a wheel, greet a bystander. Those micro-victories compound into a satisfying arc. Use moment-based hooks to make those wins shareable (moment-based recognition).
  • Fail-forward loops: Design failure to teach rather than punish. Every fall should reveal a small new option or insight, encouraging persistence instead of rage-quitting. Instrumenting telemetry and local inference nodes helps tune these loops (run local LLMs for procedural empathy).

Examples from the cycling canon

Look at titles like Lonely Mountains: Downhill and Descenders for robust physicality, then layer a Baby Steps-style protagonist on top. Those games show how tight level design and physics can support narrative vulnerability — you already feel the risk of falling; adding a scrappy, ill-equipped character raises empathic stakes. For store-facing discoverability and post-launch promotion, optimize your listing and trailer beats for platforms — check the NewGames.Store optimization guide.

Practical design playbook: creating an effective underdog protagonist

Below is a step-by-step blueprint for gamewriters and designers who want to adopt the underdog approach for cycling adventure games.

1. Start with a compact, believable flaw

  • Pick one or two core flaws (e.g., over-caution, hubris, physical unpreparedness).
  • Embed them in the avatar’s visuals and kit: clothing, accessory choices, or dysfunctional gear can signal weakness instantly. If you want quick camera‑first assets to help streamers capture fails, see the budget capture kits and guidance (budget vlogging kit).

2. Make flaws interact with mechanics

  • If the protagonist is unfit, implement stamina that recovers slowly — but give players growing tools to manage it.
  • If the protagonist is scared, add optional assist mechanics (buddy NPC, pacing pacer) that players unlock through narrative beats. Also consider matchmaking mechanics that pair players for short support runs (advanced matchmaking).

3. Plan a believable micro-arc structure

  • Use a three-act micro-arc per chapter: resistance (failures), small breakthroughs (micro-wins), and a solidarity moment (help from an NPC or the environment).
  • Keep arcs short enough to reward players every 15–30 minutes of play — and make those arcs easy to slice into shareable clips for creators and micro‑influencers (micro‑influencer marketplaces).

4. Tone: balance mockery with warmth

  • Let the game make fun of the protagonist, but ensure moments of sincerity where the player sees the character’s humanity.
  • Iterate on dialogue and animation until jokes land without undermining empathy. Leverage modern LLM tooling and audited text pipelines to prototype lots of micro‑dialogue variants quickly (audit‑ready text pipelines).

5. Accessibility and tuning

  • Offer assist levels and adaptive difficulty — in 2026, players expect dynamic tuning and inclusive options for different play styles and peripherals (pedals, trainers, adaptive controllers). Consider partnering with camera‑first pop‑up teams for live tests (camera‑first pop‑ups).
  • Provide control presets for gamepads, keyboard, cycling trainers and haptic pedals — test with real players who depend on these devices.

Prototype recipes: three short templates you can build in a weekend

These prototypes are engineered to test the underdog premise quickly. They pair a narrative hook with a core loop and a measurable success metric.

Prototype A — The Reluctant Commuter

  • Hook: A late-30s office worker is too anxious to bike to work but must save money for rent.
  • Mechanics: Short urban routes, noise/stress meter, optional avoidance paths, short-time micro-objectives (deliver coffee, avoid potholes).
  • Success metric: Reduction in the protagonist’s anxiety meter over five commuter runs.

Prototype B — The Overambitious Tourist

  • Hook: A vacationer with zero experience tries to “conquer” a famous ridge trail for social media bragging rights.
  • Mechanics: Gear management, injure-and-rest systems, NPC tips unlock better gear or shortcuts.
  • Success metric: Successful ascent with community-sourced tips, encourage streaming for crowd-sourced help — useful if you plan a mini‑festival or community event (streaming mini‑festival).

Prototype C — The Burnout Pro

  • Hook: Retired cyclist tries to rebuild confidence, but stamina is dramatically reduced.
  • Mechanics: Rehab mini-games, pacing, memory flashbacks unlocking tactical advantages.
  • Success metric: String together a full, uninterrupted ride without collapse.

Balancing empathy and player frustration

Underdog protagonists are a double-edged sword. If designed badly, they’re excuses for tedious gameplay. The fix is simple: ensure players feel their agency matters in every failure.

Actionable rules:

  • Always teach one new thing per failure — a failed climb should clarify a mechanic or reveal an environmental cue for next time. Use local telemetry and low-latency overlays to see where players drop (interactive live overlays).
  • Reward curiosity — let players discover donuts of progress off the main path; small secrets build affection. Encourage creators to clip and share those secrets with a budget kit (budget vlogging kit).
  • Offer meaningful choices — help the player pick their recovery strategy (rest, push through, seek help), each with tradeoffs.

In 2026 the best games use telemetry to spot where players rage-quit. If most players drop at the same sequence, either the challenge is misaligned or the narrative payoff is insufficient. Use session data, watch streams, and iterate quickly — and consider on‑device/edge inference for procedural empathy (run local LLMs on a Pi).

Marketing the underdog: how to find your audience

Positioning an underdog cycling game is different than a heroic sports sim. The story is the selling point.

  • Trailer beats — lead with character moments: an awkward entrance, a tiny triumph, and the face of the protagonist. Show progression, not perfection. For converting trailer attention into sales, optimize store pages as in the NewGames.Store playbook.
  • Community hooks — create shared rituals like “first ascent” screenshots or “fail-of-the-week” montages. Underdogs are meme-friendly; use moment-based recognition and creator tools to promote shareability (moment-based recognition).
  • Streamer-friendly features — integrate quick-save replays and viewer interaction tools (late 2025 trends showed streamers favored games that invited community advice mid-run). Build low-latency overlays and replay hooks (interactive live overlays).
  • Ethical monetization — avoid gating emotional beats behind DLC. Players who bond with a protagonist resent paywalled growth. Instead, explore creator-friendly marketplaces and post-launch monetization strategies (creator marketplace playbook).

Lessons from Baby Steps — a short case study

Baby Steps succeeded because the team embraced contradiction: the protagonist is intentionally unlikable in surface traits yet framed so the player sees their human core. The design choices were small and specific: vocal complaints, exaggerated animation, and micro-failures that never ate progress permanently. Players weren’t punished into silence; they were invited into a relationship.

From an engagement standpoint, that creates a reliable social signal: players share clips because Nate’s failures are relatable and funny. That virality is what indie cycling titles need to move from niche storefront sections into discoverability algorithms. Consider how micro‑influencers and niche creator marketplaces can amplify those clips (micro-influencer marketplaces).

Advanced strategies and 2026 predictions

Looking ahead, expect three converging trends that will amplify the underdog archetype:

  • Procedural empathy — narrative systems will personalize challenges based on player performance, making the protagonist’s arc feel custom to each player. Local LLM inference and edge nodes will let you prototype variants quickly (run local LLMs).
  • Mixed-reality community events — local rides paired with in-game story milestones will become common. Imagine a developer-run “Fail & Fix” community ride synced to an in‑game event; for staging weekend streaming events see the mini‑festival playbook (streaming mini‑festival).
  • AI-assisted writing — tools in 2026 allow writers to prototype thousands of micro-dialogue variants, making the protagonist’s voice feel consistently human while being cheap to iterate. Use audited LLM pipelines to keep provenance and quality under control (audit‑ready text pipelines).

Designers should prepare: structure dialogue for procedural permutations, instrument emotional telemetry, and partner with community managers to run narrative-driven live events (streaming mini‑festival).

Actionable takeaways

  • Design flaws with purpose — pick flaws that link directly to core mechanics (stamina, control, pacing).
  • Make failure instructive — every fail should teach the player one new piece of information.
  • Use tone to manage empathy — balance self-mocking comedy with genuine moments of humanity.
  • Leverage community — create shareable failure moments and tools for streamers to invite help during runs. Consider creator monetization and marketplace tactics (creator marketplace playbook).
  • Be inclusive — ship robust accessibility and peripheral presets for pedals, trainers, and adaptive controllers.

Final verdict: why underdogs are the future of cycling narratives

Baby Steps shows that deliberately pathetic protagonists are not a gimmick — they are a design strategy. For cycling games, where the medium already delivers embodied struggle, an underdog hero aligns player feelings with mechanics in a natural, relatable way.

In 2026 the market rewards authenticity and sharable human moments. A protagonist who stumbles, grumbles, and keeps pedaling will win hearts and retain players — if the design gives players agency, meaningful learning loops, and a warm hand when they need it.

Call to action

Thinking about making your own cycling adventure with a lovable underdog? Download our free one-page design checklist, share your prototype on our Discord, or post a short clip of your most charming fail on socials with #BabyStepsDesign. We’ll feature the best examples and give development feedback. Join the conversation — let’s make cycling games people actually care about. For community event & streaming playbooks see the streaming mini‑festival and creator marketplace guides linked above.

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2026-01-24T05:25:24.871Z