Week 10 Run: Losing Together
Multiplayer tilt, griefing, and why blame gets distributed so unevenly after a shared loss
26 April 2027
Losing alone is between you and the game. Losing with four other people introduces a second failure state on top of the first: working out whose fault it was. Attribution theory predicts teams will blame teammates more than themselves, and multiplayer game design either fights that tendency or feeds it.
Before the session#
Bring a post-match screen, scoreboard, or replay feature from a multiplayer game and say whether it helps a team figure out what went wrong or just gives them ammunition.
In the session#
Comparing post-match feedback systems across genres — what gets measured, and what that measurement quietly implies about who lost the game.
Afterwards#
Nothing due this week. This material feeds directly into week 11’s look at how failure gets performed for an audience.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- you can define tilt in terms of attribution theory, not just "being angry"
- you can name a design choice that reduces or increases blame after a team loss
- you have brought an example of a game's post-match feedback getting attribution wrong
Teaching team
- Idris Fenntutor