Bit of a preamble, but I have a fairly substantial fear of failure to the point that if I fail a choice or make a mistake in a Choice of/Hosted Games text, my initial instinct is to skip past its consequences or restart the game depending on the severity of said failure. With my own Choicescript idea cooking in my head, though, I know I’m going to have to confront this fear eventually so I can write effective, satisfying fail scenes for readers. This got me thinking, what are some CoGs or HGs you folks think handled failure the best?
For context, I’m talking about failure derived from a reader’s choices rather than scripted failure demanded by the plot. These could be small or big, value-based or purely choice-driven. For example, one of the most common demonstrations of failure I see comes from a selection of options that align to the MC’s skills or traits, and if you select a choice where the associated value isn’t high enough, you fail that action. The consequences can end up imposing penalties, blocking a path, or–in worst cases–result in the MC’s death or a “bad ending.”
Further Musings on Failure
The possibility of failure is scary, but as in many stories, failure could also drive the story to interesting places. So how can Choicescript writers make failure satisfying enough for reader’s to not be me and restart the game whenever they make an oopsie?
The aforementioned skill-based decisions, for example, have their pros and cons. On one hand, having an array of options that let my MC interact with the story in a way that makes sense for them is great. On the other hand, it can potentially reduce the game to “match choice with high skill,” and can be frustrating if a story arc is paused or even ended because “number too low” or I misunderstood what skill was aligned with a certain choice. This is less irritating if you’re given a limited number of options and your MC is not good enough for any of them and is simply outclassed. If that ends up stopping a story arc I’m really enjoying, however, that can be annoying.
“Bad endings” can also go both ways. If they’re the result of compounding decisions made throughout the story, then I deserve whatever fate worse than death is coming. Having it dependent on a single decision at the very end of the game that ignores whatever came before, however, can be especially frustrating, especially if it boils down to “number too low.” That said, it can also be frustrating if they result from previous decisions, but it’s unclear what those decisions are.
One game that had an interesting take on failure in my opinion was Cliffhanger: Challenger of Tomorrow, where in the spirit of pulp fiction, the story and action continued even if you failed from time to time. Sure, you might have missed out on a piece of info or got captured, but there would always be a chance to correct that mistake or move on shortly afterward. I liked this when I first read the story as it kept the momentum of the story going, although I can also see others being frustrated if they see their failures don’t matter so much.
All this comes from a person who currently reels away from failure like a vampire fleeing the sun, so take these thoughts with a grain of salt.
What do y’all think?