Yes - If you offer choices to the player, but there is only one that yields positive results, then yes, that is bad design. I do not write video games, but a lot of Table-top RPGs. I always think of success in multiple levels or factors. This allows for the PCs to go "well shucks, we almost got 'im, but at least we [...]" This also increases the threads for a sequel... 5-point success scale - Instead of one "happy path" and a bunch of bad ones, try and think of successes based on a scale that goes: Best/ Good/ Okay/ Bad/ Worse - Best: Kill the villain, marry the princess, get the loot - Good: Kill villain, get some loot - Okay: Villain defeated - Bad: Villain escapes - Worse: PC defeated, princess killed, loot spent by villagers on Christmas ornaments. Multi-facet victory - Similar to the previous, but there are multiple levels and different elements that can be used to determine success. From the previous example: - Villain: Killed/ Escapes/ Wins - Princess: Married/ not married/ killed - Loot: A lot/ some/ none This creates a success matrix where you can fail one thread, but succeed at the other two.