
Originally Posted by
chionos
It can happen in a realistic manner and still be fun. That's the challenge for developers, yes, but it's a realistic challenge. Not talking about hyper-realism, here, but systems that make sense and aren't arbitrary
Guess that is where we have to agree to disagree. I think making designers consider how to make their systems not arbitrary is artificially confining, and just serves to hamstring the design process.
I'm not saying that you can't go for something more like you describe if that is what the game devs feel will work best with their game, I think the decision should always ultimately be a mechanics/immersion one rather than based on some meta-level value system they are working under.