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Why Confusion and Failure Can Make Video Games More Rewarding

By Freedom251 Team · · 10 min read

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Confusion and failure can make a video game more rewarding when they create a solvable problem. An unfamiliar mechanic, hard enemy or missed timing window gives the player something to figure out. Each attempt can reveal a rule, sharpen a prediction or improve a skill. When that learning happens faster than expected, a later success feels earned rather than accidental.

That explanation is conditional, not universal. Confusion without useful feedback, losses that erase too much progress, or difficulty that stops producing improvement can turn challenge into frustration. The reward comes from a cycle of uncertainty, feedback, learning and visible progress—not from suffering by itself.

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The reward is uncertainty becoming understandable

Every game asks the player to predict what will happen: which route is safe, when an opponent will attack, how far a jump will reach, or which action will solve a puzzle. At the start of a new challenge, those predictions are unreliable. The player experiences uncertainty, then acts to reduce it.

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A 2022 theoretical article uses predictive processing to describe this experience. Its central idea is that positive emotion can arise when prediction error falls faster than expected. In a game, an unfamiliar enemy creates a large gap between expectation and outcome. After several attempts, the player notices a tell, learns the attack pattern and chooses a better response. The gap narrows. The pleasure is associated with the improving rate of understanding, not simply with the final win.

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The authors summarize their claim this way: “We enjoy games—experience jolts of positive affect—and preferentially engage in them because and when they let us improve the rate at which we reduce their uncertainty.” This is a theoretical account of play, not proof that confusion itself causes enjoyment for every player.

Why a win after learning feels different

A win produced by luck can be pleasant but short-lived. A win that follows a chain of discoveries gives the player an explanation: the enemy was vulnerable after a particular animation, the route worked because of a hidden rule, or the timing improved through practice. The player can reproduce the result. That sense of authorship makes the outcome feel deserved.

The same process explains why a difficult game can remain appealing after several losses. The player is not evaluating only the current score. They are also asking whether their mental model is getting better. If the answer is yes, another attempt has value even before victory arrives.

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What a failed attempt can teach

Failure is useful when it changes what the player knows or can do. A death, missed jump or incorrect answer can provide information, expose a timing window or disprove a strategy. It becomes part of a learning loop rather than a dead end.

What the attempt reveals How the player can respond Why the next try can feel rewarding
An enemy always follows a visible wind-up with a sweeping attack Wait for the animation, then move or counter The player can predict an event that previously seemed random
A puzzle action changes the environment in an unexpected way Test the same rule in a safer location A confusing system becomes a usable tool
A jump fails only when started from a particular distance Adjust the starting position or timing Small motor improvements become measurable
A chosen strategy works early but collapses under pressure Replace it, or reserve it for a different phase The player gains a more accurate plan instead of repeating a guess
A large objective is too difficult to complete in one session Set a smaller goal, such as surviving one attack cycle Progress remains visible even without a complete win

Information is the difference between failure and wasted time

Not every loss teaches. If the player cannot tell whether the problem was timing, positioning, equipment, a hidden rule or an input error, repeating the attempt may produce no better prediction. The loss then feels arbitrary. A failure screen, a replay, a clear animation or a short retry can help, but the essential feature is interpretable feedback.

Foch and Kirman describe failure as serving “as a signal for the player” to adjust actions and learn a solution. The wording matters: a signal must be readable. A punishment that merely removes progress is not automatically educational or satisfying.

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Why expectations change the emotional meaning of difficulty

Players tolerate setbacks when they still expect effort to produce progress. That expectation can come from a visible pattern, a generous checkpoint, a steadily improving personal performance or a belief that the challenge is within reach. The player may know that success will take many attempts, yet still regard each attempt as worthwhile.

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Progress can be internal or external

External progress includes reaching a checkpoint, unlocking a route or increasing a score. Internal progress is subtler: recognizing an attack earlier, making fewer mistakes or maintaining concentration for longer. A game does not need to reward every attempt with an item for learning to feel real, but the player must be able to notice the change.

When expectation collapses

Repeated failure becomes discouraging when attempts stop revealing information and performance stops improving. The player begins to expect another identical loss. At that point, the uncertainty is no longer a question that can be answered; it feels like evidence that the goal is unattainable. The same challenge that once motivated experimentation can now encourage quitting.

Retry cost also matters. A five-second restart supports experimentation differently from a twenty-minute sequence that must be repeated before the interesting section. Long reloads, lost resources and unclear checkpoints can make a player avoid testing a hypothesis, even when the game’s underlying rule is fair.

Productive confusion versus frustrating confusion

Confusion is productive when the player can form and test hypotheses. Frustration dominates when the game withholds the information needed to form a reasonable hypothesis or makes experimentation disproportionately expensive.

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Productive challenge Frustrating challenge
The goal is clear enough to guide experiments. The player cannot tell what the game is asking them to do.
Feedback identifies a mistake, pattern or consequence. Different mistakes produce the same unexplained punishment.
Attempts are short or checkpoints are frequent enough to encourage retries. Each test requires replaying a long section.
The player can detect a small improvement. Performance appears unchanged despite repeated effort.
Difficulty rises with demonstrated ability. The challenge jumps beyond the player’s current skills without support.
The player believes another strategy could work. The player concludes that success depends on luck, hidden information or an error in the game.

This distinction also explains why two people can react differently to the same level. Prior experience, accessibility needs, available time, tolerance for repetition and personal goals all affect whether feedback is legible and progress feels credible.

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What studies of games and learning show

A theoretical account of uncertain success

The 2022 predictive-processing article uses difficult games, including Soulslike examples, to illustrate how expected failure can coexist with motivation. A player may enter a fight expecting to lose but still value the attempt if it reveals an attack pattern or improves execution. The paper also discusses player reports of eventual improvement and victory; those are reports reproduced in a theoretical discussion, not a new interview study conducted by its authors.

The account predicts a boundary: once repeated attempts no longer reduce uncertainty or improve skill, the emotional payoff should weaken. It therefore explains both persistence and abandonment without treating difficulty as inherently pleasurable.

Challenge and learning in educational games

Hamari and colleagues’ 2016 study of game-based learning found that perceived challenge was a strong predictor of learning outcomes. Challenge affected learning directly and also through engagement. The authors recommend that educational-game challenge keep pace with learners’ growing abilities.

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This finding supports the idea that an appropriately demanding task can focus attention and encourage practice. It does not establish a universal difficulty setting for commercial games, nor does it show that every form of confusion improves learning.

More features can sometimes reduce productive effort

Chase and colleagues’ 2021 experiment with an early-middle-school programming game provides an important caution. The full version added narrative, performance metrics, high-quality graphics and sound. In that study, players of the Full Game were “less likely to choose coding challenges, were less tolerant of coding failures and gained less coding knowledge” than players using a minimal version.

This is an existence proof of possible unintended consequences, not evidence that polish or features generally harm learning. A story, score or visual effect can compete with the task, change what players attend to or make failure feel more costly. The study was conducted in a specific educational programming setting, and its authors note that more work is needed to isolate individual features and test whether the result generalizes.

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Reappraising frustration

A 2019 exploratory study of 110 college-aged participants (mean age 22.14, standard deviation 1.24) examined players of Physics Playground across easy, medium and difficult levels. It reported that cognitive reappraisal predicted in-game success when frustration or confusion was high.

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That result is a bounded association from an exploratory educational-game study. It does not show that reappraisal caused success, and it should not be treated as a representative estimate for all players or genres. It does suggest that how a player interprets a setback may influence what they do next.

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How different game situations use the same learning loop

Pattern-based combat

In a pattern-based boss fight, the first attempts establish what the opponent can do. The player may learn that a sound cue precedes a charge, that a shield drops after a specific move or that greedily adding one more attack causes a counterstrike. The fight becomes rewarding when recognition and execution gradually replace guesswork.

Puzzles and systems

A puzzle often creates confusion by presenting several plausible actions. An incorrect move can still reveal how objects interact, which states are reversible or which rule the player misunderstood. The strongest puzzle feedback does not give away the solution; it narrows the space of possible explanations.

Competitive play

In a competitive match, failure may expose a positioning error, a predictable routine or a mismatch between strategy and opponent. Because another human adapts, the player cannot simply memorize one sequence. Progress may appear as better decisions under pressure rather than a perfect win rate.

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Educational programming

Programming games make the learning loop explicit: a failed program produces an output that can be inspected and revised. Yet the Chase study shows that surrounding features can alter whether learners choose to engage with coding challenges at all. The educational goal and the game layer must support each other.

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Design choices that make failure worth repeating

Designers cannot guarantee that every player will enjoy difficulty, but they can make learning from failure more likely.

  1. Expose the rule that matters. Use animations, sound, level geometry or other cues so that a careful player can connect an event with its cause.
  2. Keep the test affordable. Short retries and sensible checkpoints let players test a theory without sacrificing an entire session.
  3. Show more than a binary result. A replay, damage indicator, timing grade or changed environment can reveal partial progress.
  4. Introduce complexity gradually. Let players learn one relationship before combining it with several others.
  5. Respect different learning speeds. Optional practice, adjustable assistance and alternative control schemes can preserve the core challenge without requiring one pace from everyone.
  6. Make improvement observable. Statistics can help, but they should clarify the task rather than distract from it. The programming-game experiment shows that metrics and presentation are not automatically beneficial.
  7. Preserve the player’s expectation of agency. A difficult outcome should feel connected to a decision the player could change, not to an invisible requirement or random punishment.

How players can turn a loss into progress

Players can apply the same principles without changing the game.

  1. Name the question. Before retrying, identify what is unknown: timing, distance, attack order, resource use or the actual objective.
  2. Change one variable. Alter positioning, equipment, route or timing rather than repeating every action unchanged.
  3. Set a small success condition. Survive one phase, reach the next platform or trigger one interaction. A smaller target makes improvement easier to detect.
  4. Review the exact failure. Use a replay, pause screen or mental reconstruction to locate the first decisive mistake instead of blaming the entire attempt.
  5. Stop when information runs out. A break can prevent tired repetition from being mistaken for practice. Return when another attempt can test a new idea.

This approach does not turn every game into a lesson or require players to analyze recreational play formally. It simply protects the link between effort and discovery.

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Why confusion and failure are not universally rewarding

Some players seek mastery, while others prioritize story, social interaction, exploration, relaxation or accessibility. A failure-heavy loop can conflict with those goals even when its feedback is excellent. Previous genre experience also changes the amount of uncertainty a player faces: a familiar convention may be immediately legible to one person and opaque to another.

Physical, sensory and cognitive access matters as well. If an input is difficult to execute or essential information is presented in an inaccessible form, the resulting failure may measure the interface rather than the intended skill. Adjustable timing, remapping, visual cues and practice modes can change whether challenge tests the chosen ability.

Finally, challenge has a context. The 2016 educational-game result concerns learning; the 2021 programming-game experiment concerns a particular age group and game construction; the 2019 Physics Playground result concerns an exploratory sample. None establishes a single rule that applies to every genre, player or session.

The practical test: does this difficulty help?

A player or designer can evaluate a confusing section with five questions:

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  • Can the player state what they are trying to discover or accomplish?
  • Does each attempt provide information that distinguishes one explanation from another?
  • Is improvement visible through skill, knowledge or progress?
  • Is another attempt affordable in time, attention and lost progress?
  • Does the player still believe a different decision could work?

If most answers are yes, confusion is likely functioning as a motivating problem. If most are no, increasing difficulty will not necessarily increase engagement; clearer feedback, lower retry costs or a better-matched challenge may be needed instead.

Video games can make failure rewarding because they transform an uncertain outcome into a sequence of discoveries. The player predicts, acts, receives a signal, updates a model and tries again. Satisfaction grows when that loop produces improvement faster than expected and culminates in a success the player can explain. When the loop stops teaching, failure loses its meaning—and the reason to continue with it.

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difficultyfailuregame designlearningplayer experiencepsychologyVideo Games

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