This is an interesting topic, but it seems to me that an important part of this argument is being left out- in a videogame RPG, if you fail at something, such as a random-number-generator roll, that then causes your main characters to die, what is the game supposed to present you with next? I would assume it would have to offer an alternate outcome which would still be appealing to play.
Example: there is a turn-based tactical RPG for the SNES (released in Japan only

), whose name I'll leave out in case it would spoil any fans of the series it's a part of. There is the option in the first half of this game to set up opposite-gender pairs of your characters (units in an army, in this case), such that they fall in love as part of the story. If a pair is successfully matched, and the female survives, then their children will be usable characters in the second half of the game. The children will have different stats and proficiencies based on who their fathers were, and some elements of the story will be changed around, depending (there happens to be a theme about passing down royal/holy blood to ensure the avoidance of or cause catastrophe, but anyway).
If you don't set up pairs, though, you're not screwed in the second-half of the game, because substitute characters will take the place of the unborn children. Your experience will be different, perhaps harder, and perhaps your favorite characters from the first half will seem to have gotten short-changed if this route is taken, but the direction of the story remains the same, and the game is perfectly completable. Some might argue the story is more compelling this way, and even prefer it.
Assuming Sylvius has some experience with roleplaying, can I ask what direction oldschool RPG's go in when a player-character dies? Does the GM say, "Better luck next time! Go home, reflect on what might have gone wrong and make a new character for when we try again later." I can accept the point that plot armor is a poor design choice, but if a videogame takes exactly that approach, the player is almost forced to metagame, which I think is a higher price to pay than the existence of plot armor.
Tl;DR: Your character fails the Grey Warden roll, they're dead. In a tabletop RPG setting, what happens next? What happens next in a videogame RPG? Is it necessary for them to take different approaches, and why might that be?
Modifié par REgentleman, 08 novembre 2011 - 10:58 .