by Machenoid » Fri Jan 29, 2010 8:23 am
I'm guessing by "carebear survival" you mean "not dying"
The difference between the game killing you and you killing yourself, is that when "the game kills you" through what's usually a player-generated event, it's the computers' merciless mathmatics and interactionless design that does the killing. Lets say a player can climb a palisade but be instantly killed if shot by an arrow; but that pallisades block the line of sight, and cannot be 'seen through' unless half-way climbed over, and that such a move cannot be cancled. Getting killed in this case would be the game killing you since the player isn't even given the choice to cancle his move once he's realised how screwed he is, and the computer still going through with the action. To let the player kill themselves in this case would be to let the player stop at that half-way point, and see if a guard is there.
After all, it's usually right there in the quitters' complaint post if they make one; the game is what made them lose, and they didn't lose because of their own choices. They're right on some level of course, because H&H is a game where you can be put on a path that leads to potential death, like accidentally leaving scents behind in the RoB; but the thing that really puts you on the path to unavoidable death is the fact that you can't remove those mistakenly placed scents, and that anyone including those that are relatively god-like can pick them up, track you down eventually, and kill you when you can't protect yourself.
tl;dr is that in order for anyone to survive and not just care bears, the only thing that should be killing players are 1. themselves, 2. eachother, and 3. not the gameplay... And #2 should be very, very difficult.
The Dwarf is making a plaintive gesture. He doesn't really care about anything any more.