To me, Redesigning Failure opened up the question: can there be times when failure is preferable?
In this game, I wanted to give players the option to play toward failure. Everyone wants to be the spunky, heroic kid monster trainer, who overcomes every obstacle through the power of friendship. But if you fail at that, you can at least try to overcome every obstacle through ruthless cynicism.
Having high innocence is a powerful bonus, but some of the most interesting effects happen if you fail your Innocence checks.