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Week 1 Session: The frustration-curve log

Playing a punishing case and a cheating case back to back, and logging where each one earns or loses the player's trust

22 February 2027

Before the session

Play (or watch, timestamped) one attempt-and-death cycle against two cases: something widely agreed to be punishing-but-fair (Sekiro’s Lady Butterfly is the default; substitute your own if you have a better one), and something you’d call cheap — a fight or obstacle where the failure felt arbitrary rather than earned.

In the session

We build a shared log on the board: for each case, the moment of death, and the very next thing the game showed the player. Fair cases tend to produce a specific, nameable lesson (“the second hit lands half a second after the first — I watched for one and ate two”). Cheap cases tend to produce a shrug. That gap is the actual data this week collects.

Afterwards

Keep your log. Every later week’s workshop asks you to design something that produces the fair-case shrug-free reaction rather than the cheap-case shrug, and this is the first time you’ll have named, in your own words, what the difference actually feels like from the player’s seat.

The spec

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

Teaching team