Thomas Shey
Legend
Sure.
All I meant was that arguing, "You wouldn't be able to notice that (insert thing) on the rocky floor by torchlight..." isn't very compelling from a game design perspective unless it factors into a set of interesting choices made by the players.
That assumes the game design perspective doesn't care about the thing behaving at all like we expect the thing (which has a direct real world equivalent) to behave. I'm not sold that sort of complete disconnect is what most people are going to expect from their game, any more than the opposite. If you want to go that route, you're better off acknowledging the limits of torchlight, and basing the quality off of darksight from that.
Basically, "we don't want to light use to be too bad so there's an ecological niche for the alternative" does not strike me as exactly good design either. And I'm not exactly a hardcore simulationist by any standards any more.