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You have the aggressive asserts in during development, you can make them nonfatal in release builds. Though many games actually leave them on, for example World of Warcraft still has them set to crash the game with a detailed error message. Tabula Rasa (the ill-fated MMO) handled many assertion failures in a nonfatal way with an in-game popup, and errors in WoW mods also don't crash the game.

Most of the games I work on have a mixed approach where if an error is recoverable I don't crash out, but if it's not then I fail-fast out with a detailed error popup. An example of a recoverable error would be a bug causing a player-activated ability to fail to activate, while fail-fast would be the right choice for something like an unexpected null in a data structure.



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