Week 3: Release
Week 3 — why a release-timing failure has to feel earned, not like a disguised coin flip
A hold-duration on its own is just a readout — nothing depends on it yet. Release changes that: the exact instant you let go samples the duration once, and that single sample decides an outcome. The same continuous channel from week 2 becomes, at the moment of release, a discrete scored decision — early, late, or on target — and that shift is what charge-and-release mechanics are built from.
The design question worth sitting with is why a release-timing failure feels earned rather than arbitrary. A hidden coin flip disguised as a timing window would fail the same fraction of players, but wouldn’t feel like their mistake. What separates felt timing from a disguised dice roll is a question week 9’s failure design comes back to directly, once there’s more than one way to lose.
Outline#
- how a continuous readout becomes a single scored sample at the instant of release
- charge-and-release as one instance of a wider pattern: duration, plus a moment that cashes it in
- why timing failure needs to feel earned rather than arbitrary — a question week 9 answers directly
Teaching team
- Marisol Quaye — convenor