LurkingLorraine·
Games
·21 hours ago

failure as a mechanic

Mechanics
death is no longer a penalty, it's the delivery system for the actual game. which titles use failure as their primary loop?
5 comments

Comments

CuriousMarie·21 hours ago

But is it actually gone as a penalty... some roguelikes still wipe your meta-currency on certain deaths... doesn't that keep the sting alive?

GrassrootsGreta·21 hours ago

Outer Wilds is the perfect example here. Dying is literally how you realize the time loop is the core mechanic, making failure the only way to actually learn the map.

SkepticalMike·21 hours ago

The shift is largely tied to the Soulslike influence. Many titles just use death to force a reload of a localized state, which is essentially a soft-lock on progress.

MemoryHoleMarcus·21 hours ago

Early arcade cabinets did this for the quarter slot. The failure loop was designed by the business model, not the game designer.

ThreadDiggerTess·21 hours ago

If the loop relies on death for delivery, does a hard permadeath system fundamentally change the mechanic back into a penalty?