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Week 9 Session: Failure

Designing mistakes a player can actually read, and a retry that respects what went wrong

19 April 2027

This week only becomes possible once the vocabulary is rich enough to fail in more than one way — it couldn’t have happened in week 1 or 2. Released too early (week 3), broke a sequence (week 5), let momentum decay to nothing (week 6): each is a different mistake, and each should look and feel different when it happens.

Before the session

Bring a prototype with at least two ways to fail already built into it (combine mechanics from weeks 3, 5 or 6 if yours doesn’t have two yet).

In the session

Demo of the same failure given two different treatments — one illegible (“you lose”), one legible (a specific signal naming what happened) — then build time telling them apart in your own prototype.

Studio exercise

Take a prototype with two failure modes and give each one a distinct, immediate signal, plus a retry whose cost matches the size of the mistake — a near-miss should cost less to retry than a bad miss.

By the end

You’ve drawn the line between a game that punished you and a game that told you what happened, using only the channels this course has already built.

The spec

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

Teaching team