

I really love the game desing behind this system. The game is on a timer, but instead of time going foward all the time, the quest “cost” time.
Way of the samurai games did this kind of trick back in the day. In those games the day was divided in to four parts, morning, noon, evening and night. Player had unlimited time to wander the game world, but once they did something big, the time would go foward and depending on what you did the story would go in to different direction. After 5 full days the game would come to a finale, but how you acted, effected who was alive and wich side of the final conflict you would be.
The game ending and story coming to a finale does not necessarily mean you win.
If the game is fun to play and one play trough does not take forever to finish, i can see my self playing the game multible times trough and trying to find the way to make everything end the way i want.
Not the original commentor, but i think they meant more narrative failure than mechanical failure.
Like “You failed to save person from burning house, and the failure changes how the story unfolds.” Not “You died to a boss and you need to try again.”
First example of narrative failure that came to mind is from Deus Ex: Human Revolution. There is objective where you need to protect a chrashed pilot from enemies, but if you fail the game does not fail and load previous save. The game goes on and characters death effects the dialogue and a certain story point later in the game.
In souls games, no matter how many times you die, the narrative does not change. Dying effects you only in mechanical sense, where you might loose some recources, but you will never lose them permanently, but there are narrative moments that you can fail. Like in bloodborne if you summon certain npc to your haven, he starts to murder other people you have brought there.