- Encourage students to fail early and often. Being in school is the one time where you can do this without losing millions of publisher dollars in the process. BUT,
- Punish students harshly for failure. It's a tough industry, and classes should reflect that.
These aren't necessarily mutually exclusive, although it seems like it at first glance. The former is primarily concerned with taking creative risks: trying forms of gameplay that have never been done before. The latter mostly involves setting and achieving reasonable goals: controlling the scope of a project, keeping to a schedule and meeting deadlines.
However, the two viewpoints collide when you're teaching a studio class where the output is a complete game -- if the students try hard, but end up making a game that is just not fun or interesting (in spite of their efforts). As a teacher, do you grade them harshly, because a comparable professional project would mean that their studio would be out of business and they'd all be looking for new work? Or do you grade them generously for their ability to try hard, stick with a process and complete the project? Either way would seem to send the wrong message.