I don't even get what point you're trying to make here. And it seems like you're completely failing to understand the mentality of a particular type of player. You seem to keep trying to argue that their feelings're completely invalid and only your own feelings (or what you seem to be thinking of as your own logical approach) on the matter are valid. I mean, how else can I interpret arguments like "It's all in your head"?Atarlost wrote:The penalty for death is completely irrelevant until you die. Unless there's a hell, but that's not exactly something a game can implement unless Mephistopholes built your computer.
Let me put it simply: psychological factors are a crucial part of game design. A game completely divorced of such psychological factors is a cold and sterile thing, only numbers and nothing more. The best game designers understand this. Even Tetris has stuff like visual and aural feedback that stimulate your senses and a scoring mechanism to mark your progress. Without its assorted psychologically reinforcing mechanisms, it'd be a far less addictive game.
And in this case, having only one life to work with is a very important psychological factor to those players. It pressures them to make the best of that one life, a pressure that'd be lost if they knew they could fall back on several more lives if they fail once. In short, it's a self-imposed challenge with direct reinforcement in the game mechanics. And, no, merely losing the ability to earn achievements wouldn't be the same. Even I feel that's kinda a trivial penalty for death. There's a reason I don't simply play exploration mode and aim for zero deaths, and it isn't achievements, as nice as they can be. A 'logical' argument won't change that.
In fact, if you want to try to nullify those feelings with logic, how about I try to nullify the desire for achievements with logic? How about that? Something like how you shouldn't need markers of your feats, as simply knowing you did them should be enough. That kind of argument can be extended to a lot of things, to the point where it'd just get ridiculous.
If having a goal of zero deaths but also extra lives to fall on is important for you, why not add a specific achievement for winning without any deaths? Something like "Just Like Roguelike" or "The Undying". That way you can get an achievement for being awesome enough not to die even once, but still have a fallback (adventure mode lives or the like) if you fail at that goal. I think this might be ideal for people like me who like aiming for few deaths but like having a safety net.