It’s funny when I ran into a lot of these states … I thought it must be me not really paying attention, and I didn’t seem to get better at it, the more games I played. I felt very dumb and immature.
I still remember officious adults saying “life is not a game, son” and with the text adventures I played, and the dead ends I got into, I frequently thought “oh crap life is even more confusing and capricious an arbitrary than THAT?!”
Well, in a way, it is. But also, there are a lot more helpful NPCs (oops, I mean actual other people whom you can ask about more than 2 or 3 subjects) willing to help you with a way out, or a cool alternate path which is at least as good as your original goal. And if you’re soft-locked out of one good thing, you don’t have to rely on programmers providing you with a cool alternative. They’re out there.
I remember being a bit fearful of the prospect of even more advanced games, because I thought they’d have even more unwinnable states. It honestly never occurred to me that game designers wanted to make their games more fair while still being challenging. I just assumed progress meant more arcane and arbitrary and (allegedly) impressive stuff and I always pictured that if I somehow got to complain to the game designers they’d dismiss me with a “BE LUCKY YOU GET TO PLAY GAMES AT ALL. YOUR PARENTS NEVER DID.”
So reading the Players’ Bill of Rights years later sort of blew me away. And I realized games could have bumpers and still be exciting and, in fact, the bumpers they provided helped you focus on the most exciting bits.
This isn’t a perfect comparison (getting an A on a test feels god but doesn’t feel like an accomplishment in life are when you figure a way through a problem without a fixed answer) … but my point is, some early games made you fight a lot for relatively little reward, and sometimes the reason for that fight was dubious. And the energy expended in trial-and-error fighting took away from more meaningful progress and challenges. I was left feeling, well, if I progress this slowly on a game, and it’s just a fun game, what does this mean about progressing in real life?
This isn’t close to all the game’s fault, but it’s a risk of unwinnable states.
It occurs to me, too, that some unwinnable states have really got me thinking, but there are specific things going on – like in Sokoban where it’s not clear that your state is unwinnable, yet, and you have to analyze things. But there, you can figure out why it’s unwinnable and logically deduce “I can’t do X, Y or Z so only W is left.” And of course Sokoban was easier to restart and to see the whole board than, say, the limestone block puzzle in Zork 3.