You're mistaking a particular gameplay loop for cheating here. You are supposed to reload and try again when you die in most digital games. Some of them make that loop shorter or longer (Souls-likes vs. Rogue-likes pick different reset points to try challenges again), but it's the actual point that you will fail, come away with knowledge and try again benefitting from that knowledge.so you are saying if the fight against the dragon goes wrong, the party rewinds back to when they entered its lair and tries again?
Yeah, in theory that could be done, but then the DM could also just decide that the dragon hit its head so hard that it falls unconscious as things start to go wrong for the party.
Cheating when you are the only player (CRPG) is easier than if there is a group… the reason it is not being done imo is that you want to simulate ‘reality’ in your TTRPG while rewinding to checkpoints is the very opposite of that
Bullet hell games are a great example; it's sometimes possible to "sight-read" a boss but generally several tries are necessary to learn the possible patterns and to master the inputs necessary to cope with them. The gameplay loop is retrying the same encounter, memorizing various elements of it, and plotting/executing reactions to them.
I agree that isn't generally the gameplay loop in a TTRPG. Instead of a precisely repeated situation, you generally go through a series of analogous encounters/situations. That also occurs in digital games, particularly RPGs, but isn't generally exclusive there. You learn say, how sword inputs work against enemies that don't have many actions, and those skill transfer later against enemies that have a variety of attacks, and use the block mechanics. The gameplay loop involves a combination of retrying specific challenges, and generalizing knowledge from similar challenges, while a TTRPG generally exclusively involves the latter.