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A hiking trail signpost in the Swiss Alps marking the way back, at a junction of several paths

Week 4: Checkpoints and the Architecture of Mercy

Punishing versus generous save design — try both policies against the same hazard before you take a side

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15 March 2027

A checkpoint is an argument about how much of a mistake a player should have to repeat. “Punishing” and “generous” aren’t just adjectives here — they’re two different answers to a design question: when this hazard kills you, what exactly does the game make you redo?

Try it

Try it: two respawn policies, one hazard, at the same time

Punishing — back to the start

Generous — back to the last flag

Press Run the hazard — both policies hit the same hazard at the same instant, and only the respawn differs.

Both rows hit the same hazard on the same click. The only thing that ever differs between them is where each one wakes back up.

Notice:

Outline

Teaching team