Jeebus, i can't go to sleep and leave you all posting while i'm gone. So much to do, so little time to answer...
Exitium said:
The problem with games is that they don't provide the necessary information one would use to determine the threat level, strengths and weaknesses of his enemies. It just puts the enemies there and expects you to deal with them - which, if you fail, you reload. Game developers expect games to be played out like movies. Any mistakes results in a penalty because the player didn't happen to think like the designer did when he was making the puzzle/challenge/quest.
There's only one problem there, you can't really think beyond what the designers wanted you to think - if they created the obstacle, then they created the answers to it as well, and you have to find the answer(s) they devised, for the obstacle(s) they devised. If you're going to solve a situation, you're given a set of rules that the designer gave you, and its up to you to use them as best as you can. One way might work, another might fail, and even some other might be the optimal way - but in the end, it all comes down to understanding what was done, how it operates, and how to achieve success with it, by understanding what they did.
I think that it's really unfair to treat gamers that way and it certainly doesn't help them to develop into more perceptive thinkers.
I'm not an interplanateray mastermind, but i grew fond of understanding how to solve puzzles and situations the designers laid out for me. I'd be wrong to say it was the only thing that made me more perceptive, but it damn well contributed to it. If we are talking of logical solutions to situations, then they're definetely worth it. I'm not exactly supporting illogical puzzles like mixing a picture of your loved one, a piece of corn, a tear, a tooth, a hair, a harp, wax, 3 scorpion tails and some lizard tongues to overcome a jumping puzzle, here.
Also, i'd have to question what really does make them more pereceptive. Is it the puzzle which has to make players think, using trial and error or hints across the game (the altar quest in Arcanum), or is the puzzle with the solution conveniently placed nearby, like several instances of KoTOR or Watcher's Keep (Throne of Bhaal)? I'd wager the first. I'm not going to become more perceptive by just following instructions, but rather, because i used knowledge and wit, and managed to apply it.
Emergent gameplay helps to resolve the issue of 'fucking up and failing' by allowing the gamer to do whatever he wants to do to proceed and not penalize him (by forcing him to reload) for making any mistakes.
I think this is a myth. I think that this depends on designer ingenuity, not a different take on player freedom. Penalizing a player for what he did is just as likely to happen in a "standard" game as well as a game using "emergent gameplay". In the end, it still depends on wheter the player screws himself, and if the developer is willing to allow the player to be screwed. Emergent gameplay doesn't help solve this; you can easily create a game where a player isnt put into a tight spot because of his choices without even approaching the concept of emergent gameplay.
Any game that forces you to reload because it doesn't offer you the information you REQUIRE to solve the quest the first time you encounter is simply proof of bad design. Games like Medal of Honor, Anachronox and Final Fantasy's 'combat sequences' are guilty of this.
They should always present some degree of information to solve something,
if it is needed. If you're going with a situation where a devilish puzzle is layed out in front of you, then yes, there should be some way of ascerting the proper working of it (though i heavilly frown on being told everything about it; subtle hints, and again, trial and error, work fine). If we're talking of situations where its all up to the player's intellect, then no help should exist. Like in combat situations. You know your abilities, and what they do. Just execute them as you think is best. If that doesn't work, don't blame the game; blame yourself for not devising a proper attack plan. What, the creature is immune to something? Remove the immunity, or attack with it something which the creature is not immune to. Simple.
Although, i'm not quite sure of what you mean by Final Fantasy's 'combat sequences'. I'm not forced to reload because i wasn't given enough information; rather, because i used it badly (which is what tends to happen most of the time in other games, with other gamers).