Week 4 Run: Checkpoints and the Architecture of Mercy
Punishing versus generous save design, tried live — same hazard, two respawn policies, very different feeling
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.
- you have tried both respawn policies in the week's live demo
- you can describe, from that demo, what a checkpoint is actually forgiving
- you have a first idea for the checkpoint-design assessment
Teaching team
- Idris Fenntutor