Runs
Twelve weeks of losing, on purpose: what happens in each run, what to prepare, and what leaves the room.
A course about failure gets to look like one. Below is the whole semester as a run: twelve nodes, each a week of runs, tagged by what kind of week it is. Opening one marks it cleared.
- Week 1
Why Failure Feels Bad (and Why We Keep Playing)
TheoryThe opening run — Juul's paradox of failure, and the question the whole semester keeps circling back to
- Week 2
The Taxonomy of Losing
TheorySorting failure into a real hierarchy — time, progress, resource, and death — and testing it against games nobody in the room can agree on
- Week 3
Lives, Continues, and the Arcade Economy
Case studyWhere "three lives" came from, and what happens to difficulty design once losing stops costing quarters
- Week 4
Checkpoints and the Architecture of Mercy
Case studyPunishing versus generous save design, tried live — same hazard, two respawn policies, very different feeling
- Week 5
Permadeath and the Weight of Consequence
Case studyRoguelikes, consequence that persists, and why some players want the respawn taken away entirely
- Week 6
Death as Narrative Engine
Case studyHades and the games that stopped treating failure as an interruption to the story and started making it the story
- Week 7
Difficulty as Communication
TheoryFlow theory against "resilient flow" — what a Soulslike is actually telling you when it kills you
- Week 8
The Ethics of Assistance
Case studyCeleste's Assist Mode, argued properly — accessibility, difficulty, and who gets to decide what counts as "really" beating a game
- Week 9
Speedrunning and the Death That Isn't
Case studyWhere failure stops being a setback and becomes a data point — resets, personal bests, and grief nobody feels
- Week 10
Losing Together
Case studyMultiplayer tilt, griefing, and why blame gets distributed so unevenly after a shared loss
- Week 11
Comedy, Rage, and the Aesthetics of Failure
Case studyGetting Over It, rage games, and streamer culture — failure designed to be funny to watch even when it isn't fun to do
- Week 12
Feel — Juice, Feedback, and Designing the Moment of Loss
CapstoneThe capstone run — the same failure event, felt two different ways, and the final project critique
Every week of runs the way a run through the course looks from the outside — all twelve already have content, so a grey node just means you haven't opened that week yet. Nodes you have opened stay marked as cleared, and the next one lights up as "Continue here".