Skip to main content

Week 2: The Taxonomy of Losing

A four-part hierarchy for failure — time, progress, resources, death — and the games that don't fit it cleanly

Back to Lectures

1 March 2027

Before you can compare how two games handle failure, you need a vocabulary that isn’t just “harsh” or “fair.” This lecture proposes four tiers, ordered by what actually gets taken away from the player: a few seconds, a chunk of progress, a stock of resources, or the character itself.

Outline

Teaching team