MAGFest 2011 – Losing Should be Fun!
January 31st, 2011 by Jeff Feeser
Deep in the wilds of Fairfax Virginia, 3,000 intrepid gamers got together to make MAGFest 2011 the largest occasion of the yearly Music and Gaming convention to date. Games were played, rockin’ music was listened to, and panels were attended. One panel in particular stuck with me, as the topic was something I’ve been wanting to write about for quite some time:
“Losing Should be Fun.”
The hosts of the panel (the esteemed Gaming Intellectuals from GeekNights) posited that the act of losing a game should be as fun — if not more fun — than winning the game itself. They used the allegory of a D&D campaign, wherein the “war stories” of the players are almost never about the triumph of a party over a particular evil, but about how your mage completely botched an attack roll and accidentally blew up half your party. They are, to use a poker analogy, the “bad beat stories,” the stories of losses where you come away looking like the hero, or of something so completely ludicrous occuring that you can’t even fathom how it happened in the first place. The fun doesn’t come necessarily from the loss itself, but from the retelling of the story.
Another great example they gave took a different tack on the “losing shoud be fun” conundrum, wherein if the losing isn’t fun, then just remove the whole concept of losing from the game in the first place. In Super Meat Boy, the concept of “death” is almost an afterhought – merely a stepping stone in figuring out what it takes to get through a level in one piece. When you die, there’s no reload, no game over, no decrease of remaining lives – you’re just back at the start of the level. Death and reloading are so instantaneous that it takes away the frustration that comes with losing in the first place – you’re right there ready to try it again as soon as you die.
I started thinking about these concepts, and how they applied to some games that I’ve played in the past. I wholeheartedly agree with the two points the panelists set forth, and I think the best two best examples I can come up with are those of X-Com, and Prince of Persia.

If someday I am standing at the Pearly Gates and St. Peter looks down at the sum total of my life and asks, “You played Civilization 2 once for an entire weekend? Like, 32 out of 48 hours? Seriously?” I will answer him, head held high, “Yes, yes I did. And it was totally awesome.”
I have left a trail of dead behind me from the forests of Ivalice to the farmlands of North America.