What is covered, week by week, and which topics each lecture draws on.
Lectures#
Every lecture the course claims to run gets a dated page and a teaching-team
reference. A course decides how many lectures it needs; one of them carries a
real deck. related: connects lectures to the sessions and assessments they
feed.
Why Failure Feels Bad (and Why We Keep Playing)
The opening lecture — the paradox of failure, and why a whole course can be built out of the worst moment in every game
Week 1 · 22 February 2027
The Taxonomy of Losing
A four-part hierarchy for failure — time, progress, resources, death — and the games that don't fit it cleanly
Week 2 · 1 March 2027

Lives, Continues, and the Arcade Economy
How difficulty design got tuned to a coin slot, and what stuck around after the coins stopped mattering
Week 3 · 8 March 2027

Checkpoints and the Architecture of Mercy
Live demo inside
Punishing versus generous save design — try both policies against the same hazard before you take a side
Week 4 · 15 March 2027

Permadeath and the Weight of Consequence
Roguelikes, meta-progression, and the difference between consequence and punishment
Week 5 · 22 March 2027
Death as Narrative Engine
Hades and the games that build failure into the plot instead of pausing the plot for it
Week 6 · 29 March 2027
Difficulty as Communication
Flow theory, resilient flow, and what a Soulslike is telling you when it kills you for the fifth time
Week 7 · 5 April 2027

The Ethics of Assistance
Live demo inside
Celeste's Assist Mode, and a live timing challenge you can widen for yourself before deciding what that widening costs
Week 8 · 12 April 2027
Speedrunning and the Death That Isn't
Resets, personal bests, and failure re-cast as diagnostic information instead of a setback
Week 9 · 19 April 2027
Losing Together
Multiplayer tilt, attribution theory, and the second failure state that happens after the first one
Week 10 · 26 April 2027
Comedy, Rage, and the Aesthetics of Failure
Getting Over It, rage games, and the gap between how failure feels to the player and how it plays to an audience
Week 11 · 3 May 2027

Feel — Juice, Feedback, and Designing the Moment of Loss
Live demo inside
The same outcome, felt two different ways — and the argument that "juice" is doing real design work, not decoration
Week 12 · 10 May 2027