The Swindle charges you for failure
5 min read
By Eduardo Orellana ·
Size Five Games, 2015. A heist is decoration if getting caught reloads a checkpoint. The Swindle makes the loss stick, which is why the job feels real.
A reload empties the crime
A heist only works when losing hurts. Dialogue can insist this is the one shot. If getting caught reloads a checkpoint, the insistence is costume. The Swindle, Size Five Games, 2015, makes the loss stick: the score you were carrying, the day you spent, the upgrade you were about to afford. Failure is a financial event, not a retry.
That does not crown it the first great heist game, and the crown is the wrong prize. The useful claim is narrower. A crime fantasy needs a cost that survives the game over screen, or it is an action game in a nice suit. Other games have found other costs. The Swindle is the clean demonstration that the checkpoint was the thing standing between the theme and the feel.
Why failure has to cost something in a heist
A heist only works when losing hurts. A character can insist there is one shot at the jump, the robbery, the escape, but if getting caught means reloading a checkpoint, the words are decoration.
That is a large part of why good single-player heist games are so rare. Being spotted, killed, or arrested has to register as a real setback, not a pause.
The Swindle gets that right. Failure there drains time, money, and momentum. But the game also knows tension is only half of the fantasy. The other half is greed.
The heist stories worth retelling are the ones where the thief grabs more than was sensible, stays a beat too long, and walks into danger because the payout was too good to leave.
How The Swindle rewards stealing more than you should
The Swindle saves its biggest rewards for staying in the building. It is a side-scrolling platformer with a light stealth layer: you knock out guards, rewire mines, slip past cameras, hack terminals, and haul as much cash as you can out of a randomly generated building before you leave.
What you carry out pays for what you become: triple jumps, bombs, quieter footsteps, sharper vision, entry to later districts. Stack enough and the final caper opens up.
Two systems make small, safe thefts a bad deal. The first is the calendar. You have 100 days, every burglary burns one of them whether it goes well or badly, and if the last job is not done by then the campaign ends.
The second is bonuses. Clear a building of every last note unseen and you collect a ghost bonus. Get out with most of the money and the burglar earns experience. Keep one thief alive across several jobs and their heists pay out far more.
What losing a thief actually costs
Dying wipes the run and the thief, but not the campaign, and that gap is where the game lives. No money comes home, and the experience that burglar built up goes with them. The replacement starts from nothing.
The campaign, though, can continue. The Swindle is severe enough that a bad night stings and forgiving enough that gambling still looks like a reasonable idea.
Three outcomes fall out of that balance. Sometimes you do the impossible and leave like a professional. Sometimes you trip an alarm and run for the exit with sirens behind you. Sometimes it collapses and the 100-day clock slips further away.
Even the collapse feeds the game. Falling behind tightens the screw, the next job matters more, you reach for a bigger score, and that is where the good stories come from.
Designing against the dominant strategy
Strip the pressure systems out and The Swindle stops being a heist game. Nothing else in it would push you to take a risk.
An early build during development had no 100-day limit. A tester found the exit route immediately: take a little cash, leave at once, do it again forever. Low risk, steady income, no drama.
That is a dominant strategy: a loophole that wins consistently, and being dull does not stop anyone using it. Players keep doing whatever works.
Designers do not get to hope people pick the exciting path. You learn what they actually do by putting the build in their hands and watching, then build incentives that make the behavior you want the appealing one.
The Swindle does that with the deadline, the bonuses, the experience a living thief carries, the price of upgrades, and the cost of every retry. All of it points one way: steal more, risk more.
Systems that produce heist behavior
Every rule in The Swindle exists to make the player act like a thief under pressure. It is a clean demonstration of using systems to produce a behavior rather than merely permit it.
A player who can win by pocketing scraps in perpetuity is not living the fantasy. That is not a heist. That is grinding small change with a mask on.
Make days finite, failures costly, and one good payout the difference between having an upgrade and not, and behavior follows the math. They stay too long. They open one more safe. They hack one more terminal. They chance another walk past a camera because the money is too good to leave.
That is the line between a game where you collect money and a game where you pull off the heist of the century.
Build it in Flockbay
In the Flockbay app, describe one building, a score you carry out, and a failure that keeps the money you already banked and deletes the money in your pockets. Play a failed run and a successful one. If the failure did not change the next attempt, the cost is still a reload in a hat.
A stealth-action template and the AI stealth game maker are the job. One building.
Keep reading
- Players will take the dull win
- A choice can skip the menu
- A win that feeds the next win
- Build a heist that goes wrong in new ways each run, with AI
A good system does more than permit the play you want. It makes that play tempting. Run your build and watch what players reach for first.
More notes on designing player behavior