Fail States#
SLOP3722 · Week 1#
Photo: Funspotarcade, CC BY-SA 4.0 — American Classic Arcade Museum Interior
Why would anyone pay to feel bad, on purpose, repeatedly?#
A sad film happens to you. A game’s failure happens because of you — and somehow that’s the part people come back for.
— Jesper Juul, The Art of Failure
Two ways a medium can hurt you#
Failure already looks different, game to game#
| Game | What a failure actually costs you |
|---|---|
| Tetris | Time — the board resets, nothing else did |
| Dark Souls | Progress — a run’s worth of ground, walked back |
| Hades | A little of the story — and a run’s worth of build |
| Celeste | As little as you want — the assist toggle is right there |
What this course studies#
- not bad games — the design of losing in good ones
- checkpoints, permadeath, lives, difficulty, ethics, feel
- twelve weeks, one running question: what does a fail state ask a player to accept?
It starts with one week#
- 1Why Failure Feels Bad
…and builds into a shape#
Foundations
- 1Why Failure Feels Bad
- 2The Taxonomy of Losing
- 3Lives, Continues, Arcade Economy
Design decisions
- 4Checkpoints — Architecture of Mercy
- 5Permadeath & Consequence
- 6Death as Narrative Engine
- 7Difficulty as Communication
People & culture
- 8The Ethics of Assistance
- 9Speedrunning & the Death That Isn’t
- 10Losing Together
- 11Comedy, Rage & Aesthetics
Craft
- 12Feel — Juice & Feedback
Before next session#
1
read the paradox as stated here, and be able to restate it in your own words — not Juul’s
2
find one game that beat you and that you went back to anyway, and bring a guess at why
3
get the course toolchain running locally before session 1