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Fail-State Postmortem

Take one real game's failure design apart using the taxonomy from weeks 1 and 2, and say what it's actually forgiving

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Due: 22 March 2027 · Weight: 30%

The brief

Pick one game and explain, precisely, what happens when a player fails at it — and why the designer chose that, rather than the obvious alternative.

Vague failure-design writing tends to stop at description: “this game has checkpoints” is not an analysis, it’s an observation. A strong postmortem uses the taxonomy from weeks 1 and 2 to say something more specific — which tier of loss the game inflicts, why that tier and not another, and what would change about the game if the designer had picked differently.

Pick a game you know well enough to be specific about. An unfamiliar game analyzed shallowly is a worse submission than a familiar one analyzed precisely.

What you submit

A single written document, roughly 2000 words (a shorter piece that does the same work well is not penalised for length). Structure is your choice, but a reader should be able to identify your central claim, the evidence for it, and where the taxonomy is doing analytical work rather than decoration.

The spec

The brief poses the problem and leaves room for a response. The spec is the fixed part: what a marker checks. Some lines can be checked mechanically; the rest call for judgement.

How it is marked

Hover or tab through the bar to see each criterion.

Marking criteria, their weight, and a calculator for your own projected mark
CriterionWeightYour markContributes
Correct use of the failure taxonomy40%—
Depth and specificity of the analysis40%—
Clarity of the written argument20%—
Projected totalEnter marks above to see a projected total.