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Inside Bennett Foddy's Philosophy — Designing Failure to Fight Meaninglessness
A study of Bennett Foddy (QWOP, Getting Over It) drawn strictly from his own interviews and blog: a philosophy that starts from the paradox that "games don't matter," the obsession of cataloguing frustration by "flavor," his admission that he couldn't beat his own game, the dilemma between encouragement and taunt, and influences from Sexy Hiking to the unfair old games of his childhood. It closes with one paragraph reading him as a designer who fights the absence of meaning.
Legible Failure — Making the Dead End Readable in Puzzles
In puzzles, failure is not death but the dead end. From Sokoban's irreversible push to Stephen's Sausage Roll's invisible stalls and the soft-lock-free design of The Witness and COCOON, I examine the design question of whether failure can be read, not whether it should be punished.

