The inherent problem here though is that "immersiveness" and "hit points" only go together as a learned skill.
I concur with this -- familiarity facilitates immersion. Once a system becomes learned, the other aspects we want out of it (story, fun, excitement) can come to the fore. A dancer learning some new moves will be slow, awkward, halting; once they know the moves they can flow, express themselves, and create art... and even improvise into new areas because they can use the dance (system) eloquently.
Another analogy for new game systems can be found for many people when our/their favourite software upgrades, and suddenly things are a bit different. There can be cursing, acrimony, slowness, re-learning, trying to force fit what we know into the new 'paradigm', and then, magically, over time, the ease and speed returns and perhaps surpasses the original now that the new software and its features have been learned, integrated and exploited.
And I need to spread XP around some more.
As for the article itself I was a bit surprised to hear Monte say that the roots of the game lie in simulationism, given the following quote from the 1e PHB:
It is important to keep in mind that, after all is said and done, ADVANCED DUNGEONS & DRAGONS is a game. Because it is a game, certain things which seem "unrealistic" or simply unnecessary are integral to the system. ... Everything in the ADVANCED DUNGEONS & DRAGONS system has purpose; most of what is found herein is essential to the campaign, and those sections which are not — such as sub-classes of characters, psionics, and similar material — are clearly labeled as optional for inclusion.
Not that I mind his phrase 'nod to realism', and even 'nod to fake realism' (ie, some of the arbitrary weapon damages), it's probably a good way to hold it in the mind as the game is designed...
Must run, hopefully this doesn't seem too fragmentary of a thought...
peace,
Kannik