When I posed the discussion question to the class of what constitutes failure in Outer Wilds, I admittedly was not sure how I would go about answering this question myself. It is a complicated question due to the difficulty of applying medium-specific notions of failure to a game that refuses to fit neatly into most of these boxes.
For instance, while the Juul reading references three different types of goals in videogames—completable goals, transient goals, and improvement goals—Outer Wilds involves a combination of all three. Reaching the “true” ending of Outer Wilds at the Eye of the Universe could be considered as the main completable goal of the game, but many of the individual actions required to achieve this ending are in themselves transient goals, as they must be repeated many times until the player can successfully string them all together. And, of course, given that the only quality persisting from one loop to the next is the player’s knowledge (and perhaps skill at flying the spaceship), there is a constant goal of self-improvement. One may expect that, with so many different types of goals to achieve, failure might be inevitable in Outer Wilds. However, after the discussion in class on Monday, I now feel that I would argue the opposite—that it is impossible to fail in Outer Wilds.
This argument stems primarily from the fact that, due to these varying types of goals in the game, there are just as many ways to succeed as there are to fail, and a partial success seems to triumph over a partial failure in the context of the game. Thus, effectively no gameplay time spent can be a complete failure, as it always leads to progression towards one of these three types of goals.
Before our in-class discussion about this topic, I generally leaned toward the belief that it was quite unlikely to fail in Outer Wilds, given that the accumulation of knowledge is effectively an ever-present fact of playing the game. However, there were still some situations that I would have likely classified as failure that I have since changed my mind about. For one, the majority of the game’s “alternative endings” did initially feel like failures to me. If the player is engulfed by the supernova or simply falls too far and dies, this would not be a failure in my eyes, since the player’s character didn’t not reach their goal—the story is not over yet. Each individual loop is just one step in the player’s (and, at the same time, the playable character’s) journey to reaching the Eye of the Universe, and the beginning of a new loop is merely a fact of life in this universe. However, destroying spacetime or disabling the time loop and then flying outside of the solar system created a different feeling for me. These events, which actually do tell the player they have reached a “Game Over,” are canonical endings to the storyline of the game, unlike repeated iterations of the loop. The playable character is dead, and the time loop will not bring them back to life. The only way to continue from them is by means of the non-diegetic affordance of reloading from a previous save point—which effectively means nothing in Outer Wilds, since nothing changes from one loop to the next. Aside from the ship log being preserved, the player may as well be starting a new playthrough with a new character after reaching each of these “endings,” since there is no other narrative explanation for the character coming back to life. In these cases, the player did bring their character to an end of their story, and it was not the one that has been equated to success.
However, a point that Nicole brought up in our class discussion caused me to shift my perspective on this. Although reaching the Eye of the Universe is generally treated as the “true” ending of Outer Wilds, this is determined by little more than it being the most “satisfying” and complicated ending to reach. While there are a particular few key secrets that are necessary in order to figure out how to achieve this ending, reaching the Eye is not necessarily a sign that the player has seen all that there is to see in the universe, nor that they have “won” or “saved” anything. Therefore, reaching any ending at all could be argued to be a completable goal of Outer Wilds, since it brings canonical closure to the game’s story and ends the playthrough, even if it is not the conventionally accepted “good” ending. If these endings are just as valid as reaching the Eye of the Universe, it makes more sense to view all of them as some form of success in Outer Wilds, rather than a sign of failure.
An additional point from class I wanted to focus on was King’s comment about how missing certain timed events and having to restart the loop could be considered failures. In one of my discussion questions, I hoped to draw attention to how Outer Wilds’ lack of many real consequences for making mistakes affected the perception of failure, and reflecting on timed events brought me to a new perspective about this theme. While it is true that dying in a videogame can always be frustrating, it is an incredibly minor setback in Outer Wilds, merely requiring the player to return to the location they died at and keep searching. However, the inclusion of timed events makes this a trickier topic, as a player may end up having to wait 10 or 15 minutes after the start of a new loop before being able to return to the same location or event. In a way, this causes the stakes for missing such an event to feel higher, since the player knows they will have to spend time waiting before making another attempt. However, despite the fact that these higher stakes can lead to frustration, it still does not feel accurate to label these situations as failure, since each attempt ultimately brings the player more knowledge and skill that advance them toward Juul’s perpetual goal of improvement, and lessons learned from past mistakes can always be applied on the next iteration of the loop.
Based on my own experience with the game and the points brought up by several members of class, I feel it is reasonable to assert that there is no such thing as failure in Outer Wilds. Due to the time loop’s diegetic purpose in narrative, the great number of goals of varying types, and the lack of consequence for making mistakes, virtually every second spent playing Outer Wilds leads in some capacity to the success of the player.
–Madelyn






