# Site ## Pages - [Page not found](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/404/): That run doesn't exist, or it has moved since you last looked - [Assessment](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/assessments/): Every piece of graded work in the course, what it is worth, and when it is due. - [Design a Checkpoint System](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/assessments/checkpoint-design/): A mechanical design exercise — specify a save policy for a game of your choosing and defend the trade-off it makes - [Fail-State Postmortem](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/assessments/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 - [Final Project: Build a Fail State](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/assessments/final-project/): The capstone — design and justify an original fail state, then present it to the class in week 12 - [Lectures](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/): What is covered, week by week, and which topics each lecture draws on. - [Why Failure Feels Bad (and Why We Keep Playing)](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-01/): The opening lecture — the paradox of failure, and why a whole course can be built out of the worst moment in every game - [The Taxonomy of Losing](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-02/): A four-part hierarchy for failure — time, progress, resources, death — and the games that don't fit it cleanly - [Lives, Continues, and the Arcade Economy](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-03/): How difficulty design got tuned to a coin slot, and what stuck around after the coins stopped mattering - [Checkpoints and the Architecture of Mercy](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-04/): Punishing versus generous save design — try both policies against the same hazard before you take a side - [Permadeath and the Weight of Consequence](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-05/): Roguelikes, meta-progression, and the difference between consequence and punishment - [Death as Narrative Engine](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-06/): Hades and the games that build failure into the plot instead of pausing the plot for it - [Difficulty as Communication](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-07/): Flow theory, resilient flow, and what a Soulslike is telling you when it kills you for the fifth time - [The Ethics of Assistance](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-08/): Celeste's Assist Mode, and a live timing challenge you can widen for yourself before deciding what that widening costs - [Speedrunning and the Death That Isn't](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-09/): Resets, personal bests, and failure re-cast as diagnostic information instead of a setback - [Losing Together](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-10/): Multiplayer tilt, attribution theory, and the second failure state that happens after the first one - [Comedy, Rage, and the Aesthetics of Failure](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-11/): Getting Over It, rage games, and the gap between how failure feels to the player and how it plays to an audience - [Feel — Juice, Feedback, and Designing the Moment of Loss](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/lectures/week-12/): The same outcome, felt two different ways — and the argument that "juice" is doing real design work, not decoration - [People](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/people/): Who teaches the course, and how to reach them. - [Idris Fenn](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/people/idris-fenn/): Tutor for the postmortem and checkpoint-design work. Keeps a running tally of how many times the tutorial group has died to the same boss. - [Marisol Quaye](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/people/marisol-quaye/): The founding convenor. Designed the run structure and picks the fights the course has with games that get failure wrong. - [Policies and support](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/policies/): The course-wide rules for late work, extensions, academic integrity and getting help. - [Why Failure Feels Bad (and Why We Keep Playing)](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/01-getting-started/): The opening run — Juul's paradox of failure, and the question the whole semester keeps circling back to - [The Taxonomy of Losing](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/02-first-review/): Sorting failure into a real hierarchy — time, progress, resource, and death — and testing it against games nobody in the room can agree on - [Lives, Continues, and the Arcade Economy](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/03-arcade-economy/): Where "three lives" came from, and what happens to difficulty design once losing stops costing quarters - [Checkpoints and the Architecture of Mercy](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/04-checkpoints/): Punishing versus generous save design, tried live — same hazard, two respawn policies, very different feeling - [Permadeath and the Weight of Consequence](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/05-permadeath/): Roguelikes, consequence that persists, and why some players want the respawn taken away entirely - [Death as Narrative Engine](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/06-death-as-narrative/): Hades and the games that stopped treating failure as an interruption to the story and started making it the story - [Difficulty as Communication](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/07-difficulty-communication/): Flow theory against "resilient flow" — what a Soulslike is actually telling you when it kills you - [The Ethics of Assistance](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/08-ethics-of-assistance/): Celeste's Assist Mode, argued properly — accessibility, difficulty, and who gets to decide what counts as "really" beating a game - [Speedrunning and the Death That Isn't](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/09-speedrunning/): Where failure stops being a setback and becomes a data point — resets, personal bests, and grief nobody feels - [Losing Together](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/10-losing-together/): Multiplayer tilt, griefing, and why blame gets distributed so unevenly after a shared loss - [Comedy, Rage, and the Aesthetics of Failure](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/11-comedy-and-rage/): Getting Over It, rage games, and streamer culture — failure designed to be funny to watch even when it isn't fun to do - [Feel — Juice, Feedback, and Designing the Moment of Loss](https://comp4020-agentic-coding-studio.github.io/comp4020-ass2-BobDuke31/sessions/12-feel/): The capstone run — the same failure event, felt two different ways, and the final project critique