Sometimes Being Bad At A Game Is Most Of The Fun

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2 min readKey summary
A games essay argues that struggling in Pragmata and Dispatch can make both games more tense and rewarding.
The author says being bad at Pragmata’s hacking-combat loop and Dispatch’s hero assignment system increased suspense and made each success feel earned.
Failure pushed them to adapt, use upgrades more thoughtfully, and manage teams and resources more intelligently.
The piece suggests that intentional or accidental player weakness can deepen engagement and turn frustration into a more memorable experience.


