Skip to main content

Week 4 Run: Checkpoints and the Architecture of Mercy

Punishing versus generous save design, tried live — same hazard, two respawn policies, very different feeling

Back to Runs

15 March 2027

Every checkpoint is an argument about how much of a mistake a player should have to repeat. The lecture’s live demo puts the same hazard behind two different policies so the difference stops being theoretical.

Before the session

Run the demo on the week 4 lecture page a few times under each policy before you arrive. Notice which one you resent less, and try to say why in mechanical terms rather than a mood.

In the session

Group critique of checkpoint placement in games people brought — not “is it generous,” but “generous with what, exactly”: time, progress, or context.

Afterwards

The checkpoint-design assessment opens today. This session’s critique is where most students find their brief.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team