The argument was there made by some Blonde-whatever chick since the nokill xp came up at Obsi forums - systemic xp give outs allow player to create his own objectives and go through the game how he wants, as he can ignore plot, or parts of it he doesn't like, or show a middle finger to anything designer prepared, and do things his way; and progress through game using the system itself. From a berserker who tries to get the highest kill count to thief who, instead of taking a quest to kill the ogre, leveled up by picking and stealing all the shit in town and then moving away with pockets full of stuff, everything becomes possible.
For example, in Fallout 2 I sometimes loved to just roam around wasteland with caravans, meeting random creatures I never seen and entering hilarious random fights with 3-4 sides, that gave me a lot of XP. I've spent hours chunking muties with plasma rifle and just grinding, with no quests involved - and had a lot of fun.
Firstly, your thief example makes no sense. How does kill XP provide XP for the thief?
Secondly, the "just roam in the sandbox ignoring everything" is true, but here are my counter-arguments:
1) This was never possible in the IE-games. Your point is moot insofar as removing kill XP from the IE games (which is what PoE wants to be like) doesn't remove your ability to do this in them, since you couldn't in the first place.
2) I am quite satisfied that the developers of PoE opt to fix a major issue plaguing core gameplay-styles over catering to a small subset of players who are interested in playing with the game rather than playing the game. The developer doesn't go out of his way to support people who want to speedrun it either. Those things arise organically and aren't the focus of development.
Also, I'd argue that that playstyle is very poorly supported in Fallout as well. Thinking back of my many times playing Fallout, the random encounters were extremely few and far between in terms of content-ones, and killing radscorpions 700 times might be enjoyable for you, but I'm not sure I'm seeing the problem with wanting to create something a bit more engaging than that...
While unkillable NPCs are more often used to save the time on writing plot or even not allow modern gamer miss important content, both of these design tricks are also used to prevent a particular player behaviour. It's really just trying to fight munchkinism with the system, while what you really want to do is to promote a better way of playing by adding right consequences to player actions.
If your players showed your module with beetles and maze and ogre at the end a finger and decided to combat some powerful quest NPC and spent time on preparation and actually killed him, will you not give them XP for creativity and strip them of all the loot, or will you change the plot of the game in a new direction instead?
Obvious fallacy. Pillars of Eternity already rewards the players for solving the problem, just as I would in your example. There is nothing "preventing" you from killing NPCs. All they did is take away the
incentive to do it. That's actually the reverse of preventing - i.e. interfering - with your options. It is removing developer influence over your decision altogether. Before, killing NPCs was
the wise thing to do. Now, it is a completely neutral action, left to the player.
By the way, my players generally don't decide they want to play another campaign in the middle of a current campaign, since they're adults and we talk about this stuff and make sure we have fun together, but I realize it is an issue around some tables. However it is clearly
NOT an issue in video games where any chapterized semi-non-linear game like PoE must have content-borders, unlike a theoretical world like you have in P&P.
Regardless, your point is moot qua my first sentence.
How about you don't put people inside some "crowds"
I was referring to all arguments in this thread in favor of KillXP, because I have read them all. I could have bundled up those arguments with another word than 'crowd', but I'm sure you would get offended by that as well.
Also, you can take the referal to my roleplaying experience as arrogance if you want, or you could take it as it was meant: to state an example of the fact that the lack of killxp is unproblematic in a variety of games.
What we're left with is two "decent" arguments for kill XP:
1) "I want combat to be surperior to all other gameplay elements" <--- Fair enough. PoE isn't for you. My guess is you are part of a very small minority, but you are correct that in PoE, combat will rank alongside other tools at the player's disposal. (disclaimer: "you" is not a referral to
Shadenuat but to the hypothetical example-person that Bubbles discussed, see above)
2) "I want to ignore game content and instead roam around randomly interacting with the game world" <--- Fair enough. This is your garden variety "I wish Pillars of Eternity was another game" argument. I can't argue against it, of course, but then neither can I argue against "I wish Pillars of Eternity was made from a first person perspective." It just isn't that kind of game, and adding KillXP wouldn't make it one.
I am more like providing counter points for the sake of dealing with boredom while waiting for gaem.
Isn't that the only reason any of us are here