The current trend of abandoning meaningful fail states worries me as someone who's interested in game design and how system models interact. Although I don't mind an ultimate "game over" screen (thus, requiring the player to start fresh), I can do without those "try again?" intermissions that force me into mindless repetition. Developers are yet to discover alternative, better ways to implement incremental failure, and Daniel has several ideas of his own that studios could consider.
Garnett Lee on the Weekend Confirmed podcast has said that he no longer likes fail states. David Cage has at least once criticized the age-old gaming conventions like bosses and "game over" screens. You have to admit that fail states originally came from the arcade cabinets that wanted more of your quarters. It seems that people are increasingly taking issue with the fact that you die in video games.
I understand the frustration and the desire to see the medium go forward, but does a definitive alternative really exist?
While I agree that the this screen inherently conflicts with the flow of many types of games that have emerged since the rise of consoles, I still don’t mind it. I’ve actually taken issue with a lot of the alternatives people have come up with. I also see the problem not with the concept but with the implementation of it.
I did not enjoy the 2008 Prince of Persia release -- mainly because of the dull level design but particularly because of the mechanic involving Elika, who would immediately rescue the prince whenever he fell. Removing the fail state altogether basically removed all sense of challenge from the game. It became a smooth experience because of that, but it was also a boring one.
Games that try to rename the fail state aren’t really any better. The Assassin’s Creed series tells you that you’ve “desynchronized” with the memories you’re reliving, but the effect gets no less frustrating at the 10th attempt.
Some games that subvert this come up with solutions that have been more infuriating in my experience. Phantasy Star Online, for instance, warps you to a hospital when you die, but you have to trek back to the place where you perished in order to get all your money back. Okay, I won’t call that infuriating, but when you stop breathing in Phantasy Star, it’s actually worse than when you die in most games that give you normal fail states.
Grand Theft Auto 4 has been the worst offender for me. Instead of trying to stay in continuity by waking up at a hospital or immediately retrying with depleted armor and ammo, I just reloaded my last save whenever I die. That’s one game that would actually benefit from a traditional save-state system...and checkpoints.
It’s not all bad, though. I’ve seen one or two games do interesting and even convenient things with failure in games. I can even think up a couple decent ideas myself for how some genres might subvert the game-over screen.



















