Why isn't there more discussion of Fail Forward game design?
Imagine you are playing a version of Fallout. You've met an NPC who has a dialogue option that says "Speech 25%: You should help me take down the Enclave." You click it only for that 75% of failure to occur. The NPC says "No" and you reload your save file to try again. Save Scumming is a problem that a lot of game designers have tried tackling over the years, but I haven't seen much discussion on this sub-reddit about failling foward mechanics. Mostly I've seen it in tabletop RPGs and such.
What do I mean? I mean that in hitting that 75% failure rate something else beneficial occurs. For instance, maybe the NPC decides to attack the player and drops a bunch of beneficial supplies. Perhaps this NPC runs off, but you discover later that it opens up a quest that wouldn't have been available had the NPC joined you.
These are the problems I think about a lot. It's not about rewarding the player for failing, but to add depth to those failures. My feeling is you don't want all failures to be dead ends otherwise you help reward save scumming. This isn't to say remove all failures, dying in a game doesn't necessarily fall into this category.
What are people's thoughts on Fail Forward mechanics?