2026-08-29 · design-roundup
"Getting It Wrong Isn't the Punishment" — 20 Puzzle Developers on Redesigning Failure
One piece today: "Designed to Fail: Puzzle Game Developers' Perspectives on Designing Challenge and Failure" by Craig G. Anderson (University of Utah) and Nasim Eshgarf, Zack Carpenter, David DeLiema (University of Minnesota), published in the FDG 2026 proceedings. Based on semi-structured interviews with 20 professional puzzle game developers, the paper shows that developers reframe "failure" away from wrong answers or performance and toward complete player disengagement — which they treat as a failure of the design, not the player. Trial and error and wrong guesses are viewed as an intentional learning mechanism that encourages experimentation and nudges players toward solutions. ACM's download page returned a 403 error for me, so this summary is based on the authors' published abstract, cross-checked across academic databases.