It's a discussion about the possibilities in design of this element. Examples serve only as illustrations - e.g. of what's possible, what tends to happen (under some circumstances), what's difficult etc. An example is never going to demonstrate that anything is impossible.
The point isn't for you or I to pick apart each other's particular examples, but rather to think for ourselves. It makes no sense to argue the finer points of existing systems where it is clear that those systems either have a different focus, or are flawed.
Gigantic cop-out that.
I asked you to argue against the best feasible implementation of a feature YOU can imagine.
You don't seem to understand that that is exactly why I was laughing. You asked -me-, the person who was debating against your points, to first imagine a system, and then debate the system -I- had just come up with. Can you not see how circular that is? You are asking me to argue with myself. It is your job to prove YOUR point, not mine.
Its the same as me telling that guy to imagine I'd made a sarcastic retort, and respond as if I had said that. Its silly. Mental masturbation. Its your job to prove me wrong/provide a counter-argument. If you can't, don't try and cover it by saying "oh, you just aren't imagining it well enough".
If you believe there is a better system, that simply isn't enough. You need to clarify it, to set it down in concrete. All you're doing is expressing your belief that such a system exists, you're not actually giving any proof. Anything you hold up as proof, I am willing to debate, such as X-Com, or ideas about random generation, or whatever.
But this argument you have, where you say "why aren't you debating against any possible imagined system?", I'm sorry, no. Come back to earth, and deal in real design, not simply the potentiality of a possible design. Honestly, I've not heard such crap since I got into a debate with a masters philosophy student in varsity. Do you, by any chance, wear a beret?
I am thinking for myself. I have a lot of experience both with programming and scripting, and I know what it takes to implement the ideas you're talking about, and how feasable they are, and how the reality of what you're saying won't match this grandiose vision you have in your head.
There are many degrees of "context". The options are not simple name insertions, or total plot branches. There is a continuum of cases in between, which once again you are choosing to ignore.
Again with the hot air. You need to actually categorise these options, this continuum, so that your opponent, in this case me, can respond. Saying that there just "are" these possibilities, and I am stupid for not seeing them, is just shooting your mouth off. Concrete ideas guy, not simply claiming that these ideas exist and I must be stupid for not seeing them. Again, you don't propose a design, merely the idea that a design exists, without anything to really back it up. Besides a bunch of back-patting Codex members.
First, no it doesn't - it requires something to be a non-trivial task, so that it's difficult/challenging. Most interesting challenges present some risk to the player, but there are many which don't (usually more trivial challenges, but challenges nonetheless).
Challenge requires there to be a less benificial path, and the risk is you take the less optimal one. If all paths are equally beneficial, and there is no risk in you taking the lesser path, then it doesn't matter which path you take, and there is no challenge. Challenge means the possibility of failure to achieve a good result. Ie risk. If you disagree, please, go ahead and post an example.
The risk of combat is not simply of losing - it's of coming out of it better or worse off. In particular, there's a gradation of possible health loss, mana (for example) loss, equipment usage....
Indeed. So you admit there is risk? And, if you take that example further, you will see that at some point, risk of health loss = risk of health reaching 0, since your health is a finite number. Ie death/disabled. You don't have to be in a life or death struggle every single combat, but taken over a number of combats, there must be a chance of failure or it becomes non-challenging.
Just looking at combat as an isolated challenge with win/loss results is to lose almost all its potential.
Not really. Believe this or not, most gamers enjoy combat. Most of the fun is in the combat itself. You might not think like this, but whatever. Almost every human game or sport is based around the win/lose principle, the struggle against an opponent, because deep in the human psyche, we ENJOY it. That is why action RPGs sell so well, even though they strip almost everything else away. I'm sure you will look down on me for this statement, but when I'm playing a wizard in this game, its fun just to blow shit up sometimes. Not every combat has to be a plot point. You say that means bad design. Thats your opinion, and you're welcome to it. Personally, I enjoy a bit of action, just for the sake of that action. Oh no, I have professed to heresy on the Codex!! I can see the comments coming.
As I've said before, this is credible if it happens a few times. It is not credible if it keeps happening. It is also not conducive to a reasonable experience if a player finds it useful to exploit this non-death by putting characters into otherwise absurdly dangerous positions. The world loses all credibility once that starts happening.
Do you even understand why people play RPGs? People play to experience exactly that absurdity, of being the hero/villian/whatever(which in real life leads to early death).People put themselves into exactly such absurdly dangerous (virtual) situations, because its fun. Its fun because there isn't actually real danger, only a viscereal thrill, one which isn't too problematic if you fail. You get to reload, and try again. Notice no one plays themselves in these things. Its always hardened fighter, sneaky assassin, martial artist, crime lord, street fighter, wanderer in the wastes. Its not middle manager in a book keeping firm. Its not the guy whose idea of fun is to sit on his ass for 8 hours in front of a PC. This is escapism guy. Its entertainment, not actual real life. People only want versimilitude as long as its fun, and supports their game experience. If you make those experiences actually dangerous, people would avoid them, as they do in reality.People are looking for an enjoyable experience, not a real one. In real life, people can take a single wound and end up in a wheelchair for the rest of their lives. Yet no games simulate that feature. Why? Because you're creating an abstract construct for people to enjoy. And no one enjoys the very real penalties associated with these types of risks in real life. No one enjoys being disabled, so it doesn't happen in games. Credibility isn't lost. No one enjoys dying either, so it doesn't happen, except in games where you are removed from the characters by some degree, or if its a major plot point. Credibility doesn't come into it. I've yet to hear you complain that you can't play someone who spends the rest of his life confined to a bed, eating through a tube?
You have to grasp this, its only good as long as its fun. Having your NPCs dying is not fun, unless you can come up with a system that makes it fun (I've already mentioned that I don't think you've done that, only proposed that such a system could exist, and would be great). Don't talk about the world losing its credibility. We abstract away to things like hit points and backpacks you can store a full suit of armor in and whatnot, and people accept it without whining the world isn't credible. Because having to hassle with your backpack aint enjoyable. Your party members never urinate either. People don't care. The world doesn't lose all credibility. No one forgets they are playing a game. Entertainment trumps verscimilitude. Its just FUN to be in the middle of what you'd see in an action movie, whereas in real life you'd be wetting your pants and crying and trying to AVOID it.
To avoid this, you need to severely penalize near-death. To avoid reloading, you need to do this in interesting ways.
Again with the hot air. The more severly you penalize someone for an action, the more they will desire to reload to avoid it. But you're going to make it so interesting they don't huh? You talk about what you need to do, not -how- to do it. We also need to end world hunger and war. I will leave it up to you to imagination as to exactly how to do this. You can't? Oh, your imagination sucks.
A combat situation not specifically specified can be generated procedurally without any randomness.
A combat generated using randomness will still generate results from pre-designed, context based tables.
Oh heaven help me, I'm arguing with a loon. You actually have no idea what you're saying, do you? Have you ever actually procedurally generated anything?
He even has the option to cheat in some circumstances by not permitting death - provided there are severe penalties for extreme injury, so the player will not be able to exploit this, and is unlikely even to notice it.
oh sweet angels of mercy, help me, you are completely batshit fucking crazy. If you get into a combat, and you make a mistake and are losing, and something deals you a fatal blow, and you're still standing, you won't notice? And then he hits you again, and you're still standing. And then you realise, with glee, that you can't actually die. And, penalty or not, since you are still alive, you proceed to chip away at the enemies health until they peg, exactly because he can't actually bring you down. Great job guy. You think players won't notice this? My word but you are naive. It will be all over the internet within 2 days of your game shipping.
Also, if death itself were made an interesting plot device, with entertaining consequences, then death would never be trivial - even if its cause were.
You just never stop with this do you? You need to make concrete designs, not talk about how cool it would be if X were the case.
but have continually worked on the basis that non-scripted death necessarily allows trivial/random death. This isn't true.
Sigh, hot air, no proof for your statement, again.
I tell you what I'm going to do, because I'm so generous. Why don't you go create a NWN module or suchlike, which implements your ideas, and then come back to me. I will, out of the goodness of my heart, play it. And if it comes out as well as you imply it will, I will graciously and magnanimously admit that I was wrong, and you were right, and I'm so damn stupid. So go right ahead. I want a good RPG mind. One with a strong main plot not centered around your characters (no rogue-likes), but one in which they never the less play a role in, and affect, assuming they are alive. And you've got to make all death really interesting. Enough so that I don't want to reload to get my dead char back. No cheating either, and making your story about visiting the afterlife or something. Cause thats a once off way to get around the issue. I want to see a -system- that will work for RPGs in general.
I'll be waiting right here. Bring me something besides hot air.