I don’t really like how Failing Forward has been changed by the rpg game industry. In games, it has been taken to mean succeeding in a different way, succeeding at a cost, or changing the narrative.
What Failing Forward means in the original business sense, was learning from your mistakes. I see a lot of players moving forward... I’m just not sure many learn from the failure.
For instance, the party come to a locked door. No one can pick the lock. Failing forward in game terms would be to break the door down and alert the dungeon denizens, precipitating a more difficult encounter.
True Failing Forward would be the party realizing they need someone trained to pick locks and take the appropriate action to resolve that deficiency. Whether that’s someone training for the proficiency, or buying a chime of opening, or the wizard learning knock.
I’d like to see more thwarting going on. Players don’t deal very well with being thwarted. It would build character... in both meanings of the word.