I get it now; you don't know what a failure state in a game is. See in a game there are two states, success and failure (Not good and bad). You are equating failure with bad, that isn't the case. This is what sets a game apart from, say, a novel. Good or bad are subjective, its why a game that is pro-NTR for example would have a failure state where the MC didn't get cucked, you missed the core content roll back and see the success state where the MC gets cucked. Desert Stalker is a game, in that game the MC and now Shani as a desert stalker herself have two basic ends in front of them, survive (the Zone specifically for Shani) unharmed (success state) or don't (failure state).
This is basic game theory and I'm sorry I assumed you knew what I meant when I was using the term failure state. A failure state in a game is when the less desirable outcome is achieved for that game at that moment, for example, when Shepard dies in the middle of a mission in Mass Effect 1. You failed at the goal and now have to roll back. It's a failure state. But when Commander Shepard dies at the beginning of Mass Effect 2 it is a success state in that moment. In this GAME, the failure state (good or bad outcome is irrelevant) is for the protagonist to lose a fight. So, the maker of the game has a choice before them. Present a false choice for the Mc to lose a fight and give a short little scene that most people won't see. Or do what they have done since the prolog. Have the character win the fight and give us a real choice of what to do with the outcome such as killing an NPC or keeping them alive.