I think some people have got some pretty ass-backwards ideas about immersion.
Moving monsters breaks immersion? So it would be more "realistic" for the monsters to have completely predictable patrol routes that they never deviate from?
Quote:I agree; the player should be punished, not rewarded, when killed by a monster.
What's the point of punishing the player?
This is not a game that you win. Frictional want to move the player FORWARD, not hold them back. The most important thing is that the player experiences the atmosphere and advances the story. If you're looking for ways to be "punished" or "rewarded" in Amnesia, you're metagaming.