Week 2 Run: The Taxonomy of Losing
Sorting failure into a real hierarchy — time, progress, resource, and death — and testing it against games nobody in the room can agree on
1 March 2027
Not all losing is the same size. Losing a few seconds of progress is not losing a run, and losing a run is not losing a character permanently. The hierarchy from the lecture — time lost, progress lost, resources lost, death — gives the rest of the course a shared vocabulary for comparing games that otherwise look nothing alike.
Before the session#
Bring three failure events from three different games, and a first guess at where each sits in the hierarchy.
In the session#
We test the hierarchy against edge cases as a group — the ones that don’t sit neatly in one tier are usually the more interesting design decisions, not failures of the taxonomy.
Afterwards#
Pick the game for your Fail-State Postmortem before next week. The taxonomy is the tool you’ll use to take it apart.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- you can place a named failure event into the four-part hierarchy
- you can name a failure event that resists being placed cleanly
- you have picked the game you intend to analyze in the postmortem
Teaching team
- Idris Fenntutor