MrSmileyFaceDude said:
SP -- how do you know that some or all of those things aren't all being done in certain instances? It's all a matter of choosing your battles as a designer. Do you want to spend your time making sure you can complete everything in the game even if you kill everyone -- which COULD lead to intentionally simplifying the quests -- or do you want to spend your time making the quests as good as possible? The essential NPC flag removes that battle for the designers, so they can focus on the more important task of making interesting, compelling quests. They always have the ability to handle the deaths of NPCs when it makes sense to do so.
I think the most damning thing about this statement is that 14 minute video where the guy beats Morrowind without relying on any of the critical NPCs in that game. Apparently the ones who you guys thought were critical in the first one weren't so critical after all. I'd say the same thing will go towards Oblivion.
I fail to see how leaving behind records, or having the NPC come back as a ghost/revenant/etc., or being ressurrected by mystic means, or etc. would get in the way of making quests complex. It might lead to the player not getting certain reward items because the ghost can't just hand something over or might be a little pissed off about his newly found status in the world, sure. I just fail to see how that gimping the players in a fashion like that when there are a wide variety of ways to get around it can gimp the quests.