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SLOP3722: Fail States

A semester spent studying how games design losing: checkpoints, permadeath, lives, difficulty curves, and the meaning players make from failure. For anyone who has ever wondered why dying in a game can feel worth doing again.

2 of 3 lives left this run

Hover or tab through the lives above.

What you will do

Every week you take apart one way a game can make you lose, and put it back together with the reasoning showing. You will read failure design the way a critic reads a shot list: checkpoints, lives, permadeath and difficulty curves as deliberate choices with consequences, not as inconveniences the designer forgot to remove. By the end of semester you design and justify a fail state of your own.

Who it is for

Anyone who has rage-quit a game and then reopened it thirty seconds later, and wants the vocabulary for why. No engine or programming experience is assumed — the object of study is the feeling of losing, not the code that produces it — but you should already be a player, in something, sometimes badly.

Try it right now

Three lectures don't just describe a design decision — they hand you the exact toy that makes it. Same setup, one variable changed, so the difference is something you feel rather than something you're told.

The route so far

Twelve weeks, in order — the same run map that lives at Runs, shrunk to a strip. Every week already has its content; a grey node just means you haven't opened that week yet, not that it's empty. Open one below and it fills in as visited.

  1. Week 1
  2. Week 2
  3. Week 3
  4. Week 4
  5. Week 5
  6. Week 6
  7. Week 7
  8. Week 8
  9. Week 9
  10. Week 10
  11. Week 11
  12. Week 12

Where to go next