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Losing is an interesting topic in single player games and idiogames. But what about multiplayer games? What about orthogames? What about role playing games? How do you design a game to make losing fun? After all, if there's more than one player, someone's always losing. Winning is good, and losing is bad. We strive to win, and this is the basis for most of the games we play. Challenges are binary: we either overcome them, advancing the story, or fail, and must try again. But, what if we were to toss this conventional wisdom aside? Do we really only have fun when we win? Have you ever had that moment in a game where epic and total failure was the most memorable part? What kinds of games would arise if we strove to make losing, instead of winning, the point? This was the second of two lectures by Rym (GeekNights) at PAX Australia 2014. https://frontrowcrew.com/news/117/gee...