Quote:Don't know where this argumentative attitude is coming from, but you do make a point. If the player is able to easily dispatch enemies, especially when they are not intended to (penumbra: overture for example), it can easily kill the immersion.
If we look at Amnesia for an example, enemies existed and they were practically invulnerable. One may argue that this has killed the immersion for them, since they were not able to defend themselves.
I suppose it comes down to the player to allow themselves to be immersed in the game, and for the developers to give the player enough options to immerse themselves in.
Different strokes for different folks.
In my opinion, the problem with combat is that it can almost always be exploited, abused, or just fuck up in any number of ways. It's almost impossible to implement combat that take into account any situation, and this inevitably leads to immersion breaking situations.
If you have to spam an attack over and over to kill an enemy, it breaks immersion. If the combat mechanics are clunky, it reminds you that you playing a game and breaks immersion. If one player runs out and destroys all the enemies in an area, while another tries to avoid all combat, those are two wildly different scenarios that the developers have to take into account. So on and so forth.
Whereas, if you simply remove all combat, you can have very solid control over all variables relating to the encounters with enemies.