In Video Games, success is mandatory.
Failure as an objective may not be acceptable, except because the story (plot / quest) requires it (If you fail, then try again ^^).
Failure is frustrating and no-one develop a game to frustrate the gamers who will not buy it (except masochist).
"You like to loose ? Buy my game !" Yeah, right...
In RPG, and as a GM, I can manage any situation to have the PCs fail one way of another, with light or heavy consequences for them. Is it fun ? For my sadistic pleasure, yes it is. For my players ? I highly doubt that.
History is full of stories overcoming the odds. If failure was a rule, there would be no word such as "lucky" or "miraculous".
About you sort of side note :
When is such a situation considered a failure ? All hostages dead or a few or none ? All officers dead or a few or none ? all perps dead or a few or none ?
A journalist will certainly not have the same point of view as the police officer, or a victim's relative ...
Oh bollocks to all of this... if there is no chance of failure, then there is no thrill to the success. The idea that success is mandatory gets in the way of so many games its not even funny, and that idea has absolutely NO place in a tabletop game.
Seriously, what kind of game do you run?
In a tabletop game, if success is mandatory, then why the hell would you even bother playing... why roll dice ever, if the outcome is always going to be success. Why not just let the GM sit back and tell you a bedtime story.
There should always be a way to succeed, yes, but having a way to succeed does not mean the characters will do it. If the objective is to steal a truck full of the latest Raven Microcyb hardware, so the teams fixer can flip it on the black market.... if they van gets away, well that's just a lesson learned for the next heist, when that shipment of Malorian weapons is due for delivery to the showroom down at Nakajimo Plaza. If a players dies, tough shit, roll up a new character. If one character goes to prison, tough shit, roll up a new character. If all the characters go to prison, well, you have two choices, everyone rolls up new characters, or you slide on your orange onesies and get ready for a prison based campaign... because you are the idiots who screwed up.
The idea that you have to succeed in video games at every mission has been holding video games back for years. I want a video game where my character can fail... and that failure has consequences. If Sonny Vito wants me to eliminate his rival mob boss for control of the Northside Docks, and I fail, I want that to mean in retaliation for the failed hit, maybe they take out a contract on Sonny, and me as well.... then if I fail to protect Sonny, well screw me, all the missions he was gonna give me, right out the window... maybe the Yaks or Russians are hiring... well maybe not the Russians, those dudes are fucked up...
You don't want to live with those consequences in a video game... fine, that's what save points are for.
The idea that you can't fail has never been so apparently unfun, as in the last Prince Of Persia game on PS3, where it was literally impossible to die... ever... even when you were trying to kill yourself.... Never has a game been so utterly boring.
This is the kind of gaming that only corporates and house wives and Heidi Jackson would find suitable for a tabletop game, and was the attitude behind DnD 4E... That damn sure ain't Cyberpunk... Where it's not success that is the measure of a character, but instead how much a character manages not to screw up too badly.
Life in Cyberpunk is measured in the cost of a single bullet.... even yours.