segunda-feira, 6 de abril de 2026

THE ART OF FAILING WELL: Jesper Juul and the paradox at the heart of games

There is something strange about the way we play video games. We load them up knowing full well that we are going to fail — sometimes spectacularly, sometimes painfully, almost always repeatedly. And yet we keep going. We press continue. We retry. We lose an hour to a single boss fight and call it a good evening.



Jesper Juul, in The Art of Failure (2013), offers one of the most lucid and uncomfortable explanations for this behavior: failure is not a flaw in game design. It is the point.

Two kinds of failure

Juul opens his analysis by drawing a crucial distinction that any thoughtful player will immediately recognize:

"two types of failure: 1) real failure occurs when a player invests time into playing a game and fails; 2) fictional failure is what befalls the character(s) in the fictional game world." (JUUL, 2013, p. 25)

The example he gives is about Red Dead Redemption (*spoiler alert*). To advance the story, you must die with John Marston. There is no other way. The character's death is narratively mandatory; it is a fictional failure scripted into the architecture of the game. But the player's experience of that moment is something else entirely: real time invested, real emotional weight, and a loss that is simultaneously required and felt.

This double layer (the fictional and the real running in parallel) is what separates games from most other media. When you watch a film and the protagonist dies, you grieve. When you play a game and your character dies, you also grieve, but you also feel responsible. You were there. You were in control. The controller was in your hands.

Why we want to fail (at least a little)

This is where Juul's argument gets genuinely counterintuitive. He identifies two coexisting desires at work in the player:

"In games: 1) Immediate desire – desire to avoid failure; 2) Aesthetic desire – desire for an experience that includes partial failure." (JUUL, 2013, p. 43)

These two desires are in direct tension, and that tension is productive. You want to win — every instinct pushes toward success. But a game in which you never fail is not a game; it is an animation. The resistance of failure is what gives victory its meaning. More than that: partial failure, the stumble before the climb, is aesthetically desirable. It structures the experience. It creates the narrative arc that makes the eventual success feel earned. 

Juul pushes this further on page 45, offering a deceptively simple formulation that reframes the entire philosophy of play:

"Games are a perspective on failure and learning as enjoyment, or satisfaction." (JUUL, 2013, p. 45)

Games are not about succeeding. They are about the experience of learning to succeed — and that learning is, in itself, the pleasure. This has profound implications for how we think about difficulty, accessibility, and the design of failure states. A game that punishes without teaching fails its own purpose. A game that challenges while guiding turns failure into a feedback loop, and that loop is fun.

The emotional contract

There is another dimension to all of this that Juul does not let us ignore: emotion. We are not passive processors when we play. We are invested — sometimes uncomfortably so.

"We are emotionally affected by games, and we are aware of this before we start playing." (JUUL, 2013, p. 56)

This is remarkable if you sit with it. Before we press start, we already know that we will feel something. We anticipate frustration, excitement, satisfaction, even grief. We consent to being emotionally implicated. Games are, in this sense, a form of voluntary emotional exposure — and the management of that exposure, how much failure a player can absorb before the experience sours, is one of the deepest challenges in game design.

Responsibility and the fictional world

The most philosophically rich passage Juul offers on the subject comes near the end of the book, in a reflection on fictional tragedy:

"The problem with fictional tragedy also showed that it is failure that makes us feel responsible for the events in the fictional world." (JUUL, 2013, p. 117)

And then, almost as a counterpoint:

"Hamlet dies but it is not our fault." (JUUL, 2013, p. 118)

The contrast is sharp and clarifying. In theater, in film, in literature — we witness. We may be moved, we may be changed, but we are not culpable. Hamlet's death happens to him. In a game, your character's death happens because of you. The failure is yours, even when it is fictional. The agency that makes games uniquely engaging is the same agency that makes their failures uniquely personal.

This is why the death of John Marston lands differently than the death of any movie hero. You did not just watch it. You lived it, failed at it, and then had to choose to press continue.

What this means for design

Juul's framework has direct implications for anyone thinking seriously about game design. The management of failure — its frequency, its cost, its legibility, its emotional register — is not incidental to the game. It is the game. A well-designed failure state teaches, resets, and motivates. A poorly designed one exhausts, obscures, and alienates.

The games we remember most vividly are often those that failed us most meaningfully. The boss that took forty attempts. The level we thought was impossible. The narrative moment that demanded we lose before we could continue. These are not bugs in the experience. They are the experience.

Jesper Juul's The Art of Failure is a short book with a long argument, and that argument is this: to understand games, you must understand failure not as a negative outcome to be avoided, but as the generative force that makes play meaningful.

We load the game. We know we are going to fail. We press start anyway.

That is not masochism. That is game design.

#GoGamers



Reference:
JUUL, Jesper. The Art of Failure: an essay on the pain of playing video games. Cambridge/London: MIT Press, 2013.

quarta-feira, 4 de março de 2026

From game to the big screen: the minimalist horror of Iron Lung

Last year, I had the privilege of presenting my research on the indie Iron Lung at the Video Game Cultures conference in Prague. It was an incredible opportunity to discuss how creative constraints can redefine digital dread with scholars from around the world. I am now thrilled to share that this research has been expanded and transformed into a full book chapter, set to be published very soon, providing a deeper academic dive into how minimalism can maximize psychological horror.

While adapting the original conference paper into this upcoming book chapter, I saw a unique opportunity to expand the analysis by including the recently announced Iron Lung film adaptation. Observing how this indie narrative is transitioning to the cinema not only enriched the academic text but also served as the primary inspiration for this blog post. It is awesome to see how a project rooted in extreme digital minimalism is now evolving to challenge audiences in a completely different medium.

Check the content below!

• • •   

Minimalism, dread, and the leap to cinema

The timing of this publication couldn't be more appropriate. This month, David Szymanski’s oppressive masterpiece makes its debut in theaters, marking a significant milestone where indie game narratives occupy diverse media spaces. Iron Lung (2022) is a masterclass in what I term "horror ludens"—a playful yet terrifying engagement with fear that thrives not on high-fidelity graphics, but on the power of restraint.



The game’s transition to film underscores a core argument of my study: that the most unsettling stories are those that leave the most to the imagination. In the game, players are confined to a rusted submarine in an ocean of blood, forced to navigate using only a grainy, low-fidelity camera and rudimentary sonar. This "meta-diegetic" interface—where in-world tools are the only source of information—forces the player to become a co-author of their own terror. As Iacovides et al. (2015) suggest, removing traditional non-diegetic overlays (like HUDs) prevents immersion breaks, making the character's struggle identical to the player's cognitive labor.



Whether in the cockpit of a virtual sub or a seat in a dark theater, Iron Lung leverages "cosmic dread" by restricting sensory input. This forces our minds to fill the vast visual gaps with personalized forms of terror. As the film brings this desolate, blood-submerged moon to a wider audience, it continues to prove that in horror design, "less is more". By subjecting ourselves to these "unnecessary obstacles," we find a unique ludic pleasure in navigating existential despair.

 

References:

Iacovides, Ioanna, Jon Cox, Richard Kennedy, Paul Cairns, and Charlene Jennett. 2015. “Removing the HUD: The Impact of Non-diegetic Game Elements and Expertise on Player Involvement.” In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 13–22. London: ACM.

Mastrocola, Vicente Martin. 2014. Horror Ludens: Medo entretenimento e consumo em narrativas de videogames. São Paulo: Livrus.

Suits, Bernard. 2005. The Grasshopper: Games, Life and Utopia. Toronto: Broadview Encore Editions.


#GoGamers

segunda-feira, 2 de fevereiro de 2026

The strategic pivot: integrating uncertainty into the game design process

In the realm of functional design, predictability is often viewed as the ultimate benchmark of quality. As Costikyan (2013, p. 16) argues, in real-life situations—such as shopping online, electing a congressman, or utilizing software for work—we demand a lack of ambiguity, noting that "we prefer simplicity, surety, and consistency." In these contexts, uncertainty is a defect to be mitigated, as users prioritize efficiency and the seamless achievement of specific goals. However, the architecture of game design operates on a fundamentally different logic, where the elimination of the unknown would result in a sterile and unengaging experience.

While we strive to minimize unpredictability in quotidian services, within the ludic context, "a degree of uncertainty is essential" (COSTIKYAN, 2013, p. 16). This element serves as the primary catalyst for player immersion and entertainment, transforming a static system into a dynamic challenge. By strategically withholding information or complicating the path to victory, designers create a "possibility space" that compels players to remain cognitively engaged. Without this tension between the player's intent and the outcome's volatility, the experience loses its competitive and emotional resonance.



The implementation of this uncertainty is not monolithic but is derived from various structural layers. Costikyan (2013) analyzes different kinds of games and explains that sometimes uncertainty comes from programmed random results, such as dice rolls or procedural generation; other times, uncertainty lies within opponents and how they perform, particularly in multiplayer environments. Ultimately, uncertainty may result from the player's own abilities in the game, where the execution of a maneuver or the solution to a puzzle remains in doubt until the moment of fruition.

Therefore, the game design process must be viewed as the calibrated management of these various "sources of doubt". A successful designer does not merely create a set of rules, but rather orchestrates a sophisticated balance between agency and chance. By understanding that uncertainty is not a flaw to be corrected, but a strategic tool to be leveraged, developers can craft experiences that transcend simple utility, providing the meaningful struggle that defines the very essence of play.

#GoGamers



Reference:
COSTIKYAN, Greg. Uncertainty in games. Massachusetts: MIT Press, 2013.

sábado, 3 de janeiro de 2026

My most played mechanics of 2025: why trick-taking and climbing stole the show

In 2025, my journey through the world of tabletop gaming was defined by a deep dive into two specific mechanics: trick-taking and climbing. Looking back at the hundreds of hands played, these genres provided the most tension, strategy, and pure excitement at my table. There is an undeniable elegance in how these games use a simple deck of cards to create complex social dynamics and tactical puzzles, making them my most-played styles of the year.



My fascination with trick-taking reached new heights through titles that pushed the boundaries of the traditional formula. Sáng Dèn stood out for its incredible atmosphere and the way it forced me to rethink how I managed my hand, while Salty provided a sharper, more competitive edge that kept my gaming group coming back for "just one more round." Perhaps the most experimental highlight was Match-fixer’s High, a game that brilliantly subverted the goal of winning tricks, turning every lead into a psychological battle of manipulation and calculated risks. These games proved that even within a centuries-old mechanic, there is still so much room for innovation.

On the other side of the coin, climbing and shedding games offered a completely different kind of rush. The feeling of jumping over an opponent's play with a stronger combination is unmatched, and Odin was undoubtedly the king of this experience for me in 2025. Its clever system of incorporating played cards back into your hand transformed the math of the game into a fluid, evolving strategy. I also found myself captivated by the high-stakes combinations in Haggis (excellent for two players, by the way), which remains a masterclass in card play, and the chaotic, inventive energy of Inchiki Daifugo. Whether I was trying to master a lead in a trick-taking game or aiming to be the first to empty my hand in a climbing match, these titles defined my year in gaming and solidified these mechanics as my absolute favorites.

#GoGamers

sexta-feira, 12 de dezembro de 2025

Top 10 games - 2025 edition!

Riding the wave of the Game Awards, I'm going to present my modest list of the 10 best games I played this year. There is no particular order of preference. They were the most incredible games I played. Here is the list!

Hauntii



Blue Prince



Hellblade 2



Silk Song



Hades 2



Indika



Clair Obscur: Expedition 33



Dispatch



Cosmic Invasion



The Alters



#GoGamers

segunda-feira, 1 de dezembro de 2025

The interesting ecosystem of Swedish RPGs

Sweden stands as a truly unique bastion in the landscape of tabletop role-playing games. In this post, we will delve into the distinct characteristics of this creative hub, exploring a region that has consistently published—and continues to deliver—some of the most innovative and compelling titles the genre has ever seen.



#GoGamers

segunda-feira, 17 de novembro de 2025

To think about game design process

An excellent point of view about game design by Anton Slashcev. Click here to check the original post.



#GoGamers