Having bad game states is bad, and making a game wherein bad game states can occur makes me feel like a lousy game designer, or at least that my game is inadequate. When I discover that a bad game state is possible in one of my games, I feel the game is incomplete until that badness is rectified. Here's the recent example that I'm thinking about:
As I was playtesting my game, I got to a point where there was a guy standing in a hallway, blocking it impassably. The normal thing to do in this situation would be for the enemy team to kill him and move past, but he was healing himself faster than the enemy team could damage him. The normal thing in this situation would be for the enemy team to empower themselves by increasing their damage output, but there weren't any resources left for them to pick up. This made the game a guaranteed win for the first team if they just waited there for about 10 real-world minutes. That's a bad game state.
When I realized this, I wanted to correct, and the clear thing to do would be to remove the guy's ability to heal himself in that context, but doing so would necessitate giving him a replacement ability, and I didn't feel like it, so I tried a solution that I anticipated would be very little work for me: saying, "Eh, what are the odds this even happens again?" What I did not anticipate is how this would weigh on me.
I just can't get over the fact that this could and eventually will happen. If I want the game to be good, I must take out all the bad parts. I've decided that I'll go back and properly impossiblize this situation, but I was content to let it stay in my game to move forward with playtesting. In later designs, I'll be certain to encounter hiccups like this, and that's got me curious about other designers' experiences with rare, bad game states. What are some that you've found in your own games? How do you feel when you encounter them? About how rare do they have to be for you to ignore them?


Wow, this is a lot of ideas for my outlier. I just wanted to hear about similar situations you all have encountered in your designs, but I guess I'll explain what's going on with my game.
I'll probably do something like this. In my game, it's possible to break down walls to lead into other corridors, so you could break into a parallel corridor, then get back into the first corridor on the other side of the big, blocking guy, making it impossible to hold a single-space chokepoint. However, in my rare, bad example, the characters that were stuck in place happened to not have that break-down-walls ability. That ability was tied to a card, which they randomly didn't have. I'll probably remedy this by giving the characters the ability to break down walls innately, no card required. Easy peasy, probably better than nerfing the healing.
I'd still love to hear about times everyone has found a bad (but rare) game state, and what they did about it