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People already mentioned a bunch of other games, besides those the most recent one I've played that touches this is Kingmaker although it's mechanics are a bit odd. But more broadly I would say the idea of "you fail you can't keep playing" is odd, because it's not even realistic. Unless you die (which you already don't care about), "Failure" doesn't mean there is no future, it means that future is worse than what you wanted. Lose ww2? OK, now the Nazis win and deal with repurcussions of that. The idea of game informing of failure that prevents play like this just breaks any immersion of world continuity. So instead of focusing on literally unplayability which sounds more like bug than good game design, I think best idea is to focus on things that allow very bad outcomes which may be experienced as failure. In term of the game I mentioned (Kingmake) it has plenty of things like that, where timers on bad things aren't made clear, or how to navigate between 2 choices isn't made clear, etc. That essentially allows for alot of variance in playthrus, and even if you have some inkling of the cause, it's not always obvious how you "optimally" avoid all negative outcomes etc.