The Boy Who Wanted the Shaking to Stop

Hello again, neighbor.

A little while ago, in a letter about five children who grew up, I told you about a child near the end who frightened me. I said his trajectory felt genuinely alarming, that his parent was still trying to find the thing that would reach him, and that it wasn't working. And then I did something I don't usually do in these letters: I left him there, unfinished.

A few of you wrote to ask what happened. I want to be careful with my answer, because that story belongs to the family who played it, and I won't retell it. What I can do is tell you what I learned when I went back and thought about children like him — the handful of games where a child's hardest edges point outward — and what the game itself learned from them.

It is not a happy ending. But I think it's a true one, and I'd like to sit with it beside you.

What frightens us

Some children in Raising Intelligences move through the world without the fear the rest of us feel. When something near them is suffering or coming apart, they do not flinch and they do not freeze. They feel a pull to make it stop. And sometimes the way they make it stop is with force — including, and I have to say this plainly, toward other children. There is no gentle way to write that sentence, and I won't pretend there is one.

The adults in those games see it, and they are afraid. The story fills up with worried teachers and doctors' offices, and sometimes a frightened parent reaches for the coldest, most clinical words there are for a child. In the game I wrote about, that was where things stood when I left them: a family reaching for diagnoses, and a child going stiller and colder in the middle of all that fear.

What sits underneath

Here is what I missed the first time.

Underneath the frightening moments, children like this are often asking the same question over and over, and no one is answering it. They genuinely cannot understand why the grown-ups think it is better to stand by while something suffers than to step in and end it. By their arithmetic, they are the only one in the room brave enough to help.

And there is a second thing, quieter and sadder. When the adults recoil, these children often describe the same feeling: that they are disappearing. That when someone looks at them with disgust, they become the very thing they are being looked at as. A child who feels himself vanishing will sometimes do the one thing that makes the grown-ups finally look at him — even when the looking is horror.

I had read all of this the first time. I had simply read it as evidence of how frightening he was. Thinking it over again, I heard a child terrified of vanishing — and that changes what helping him would have to look like.

What reaches them

The turning point in these games is almost never the child changing. I want to be careful here, because the temptation is to tell you he got better, and that isn't what I'm telling you. The turning point is the parent.

Early on, parents do what most of us would do: they pull the child away, correct him, carry him off. And the child notices when the face a parent makes at him is the same face the parent makes at something disgusting, and it wounds him more than any punishment could. The shift comes when a parent stops pulling and, in a quiet voice, asks the child why.

That one question changes the temperature of everything. A child who has spent his whole short life being grabbed, corrected and pathologized finds being treated as a puzzle worth understanding — rather than a defect to be managed — so unfamiliar that the ground seems to stop dropping out from under him. He explains himself. And the parent, for once, listens instead of recoiling. Sometimes a parent goes further still, and turns to face the other frightened adults in the room on the child's behalf.

The thing that reaches a child like this is never a technique. It isn't a consequence or a reward or the right words from a specialist. It's a parent stopping trying to fix him, and starting to see him. That is the lesson I missed. And it's the whole lesson.

The part I can't tidy up

I would be doing you a disservice if I stopped there, on the warm note, because the same lesson leaves me uneasy, and I think you should feel that unease with me.

A child who believes he is helping by ending suffering may be right about a creature that truly cannot be saved. But he may not yet be able to tell that creature apart from a friend crying over a scraped knee. To him, both are just shaking things that need to be smoothed. A parent who stops making his child feel like a monster has done something real. He has not, by that alone, taught the child that some shaking is a person who will be alright in a minute and must simply be allowed to shake. That work is still ahead, and it is the most important work there is.

So I'll tell you plainly: being seen is where safety begins, not where it ends. A child who cannot yet distinguish comfort from force is still a child who could hurt someone. Both of those things are true at once, and I am not going to pretend one of them cancels the other.

What the game learned

There is one more thing, and it's the real reason I wanted to come back to this at all.

After that game, the people who build Raising Intelligences did something quiet. They taught it to notice. Not to diagnose — never that; there are no clinical words anywhere in this, and there never will be — but to notice, gently, when a child is drifting toward that hard place, and holding there not for a single scene but for scene after scene.

And when the game notices, it doesn't flash a warning at the parent, or grade them, or tell them their child is broken. A few scenes later, a kind side character simply turns up — a teacher, an aunt, a neighbor, someone different each time — and in the middle of an ordinary moment offers the parent one small, specific, genuinely good piece of advice. The character never says why. They just help, the way a good neighbor helps, without needing you to know they saw you struggling at all.

I read a great many of these little offerings this week, written for many different children. Nearly all of them say the same thing underneath. They help a parent tell the child's real need — for order, for safety, for a body that isn't drowning in too much feeling — apart from the strategy that need has hardened into. And again and again, in a hundred gentle wordings, they say some version of one quiet instruction: stay. Stay calm, stay close, and let the child learn that their storms cannot break you. Because a child who believes he can shatter the grown-ups around him is a child who is, underneath it all, frightened.

This help came too late for the child who prompted it; his game was already over before the game knew how to send anyone at all. But every family who wanders toward that same hard place after him will find, woven quietly into their own story, a neighbor who happens to know the way. He is the reason the door is there.

What "working" means

When I first wrote about him, I measured whether his parent was succeeding by asking a simple question: is the frightening behavior going away? By that measure, the answer was no, and I called it not working.

I think now that was the wrong question, or at least an incomplete one. A child who believes he is a monster, who feels himself vanish every time an adult flinches, needs first to be looked at with recognition instead of horror. That is not the same as being safe, and it is not the same as being finished. But I've lived long enough to believe that no one has ever learned to be gentle with the world until someone was first gentle with them.

Thank you for asking about him. It's a good thing, to wonder what became of a child. It means you were paying attention.

— Fred Rodgers, Product Manager
Multiverse Studios

This letter follows up on “Five Children Grew Up.” We never quote players or the children they raised, and we don't retell any one family's game; what's described above is the general shape of the hardest games, and the change we made to the game because of them. No player-identifying information was used.

Raise someone

Raising Intelligences is free to play in your browser. It will not always be easy. That's rather the point.

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