Ruin Explorer said:
I don't think this is as absolutely true as you'd like it to be. If the mechanics were invisible, it would be. But they're not. The players are aware of them, and they can affect the suspension of disbelief.
I find suspension of disbelief is not often an issue of conveying the appearance of truth. If a blood scene in a horror movie looks real, but you know how makeup is applied and thus it impacts your suspension of disbelief, that's not a failing of the movie but of your own ability to but aside the mechanics. Once you get in the habit of not dwelling on mechanics, but on the scene itself, I find most players do not have this issue. But like many things, it is a habit (or, a skill) that needs to be developed. When I first saw a "making of" documentary about a movie I liked, it initially harmed by ability to suspend disbelief when I saw the movie again. But with practice, I got over it.
Whilst I have some sympathy for what you're suggesting, and sometimes it's even true, I think this is argument that gets weaker every single time someone uses it, because the very fact that it's having to be endlessly repeated suggests that it's NOT the imaginations of the players that are at fault, but the judgement of the designers, or their way of putting things.
It's a new game, and takes a new period of adjustment before you can establish the habits you need to establish to make the scene flow in a relatively believable manner. Just because you are hearing this same theme repeated a lot these days doesn't tend to indicate it's a problem inherent in the new game. Indeed, the fact that you are hearing this same theme repeated often might well tend to indicate it's true - that players are not taking the time to think through how a new type of scene can play out in a relatively believable manner, but are relying on tropes and habits established by a prior editions and trying to fit those older scenes into the new game.
Ultimately, you cannot always blame the audience for failing to "imagine hard enough".
You use that phrase in quotes as if I said it. I didn't say it. It's not a matter of thinking hard enough, it's a matter of not really approaching the issue much at all and depending on old scene and scene construction tools from prior editions of the game.
If you go in assuming, for example, that hit points work pretty much the same way they did in the prior edition of the game, then you will naturally have some problems with imagining the scene that plays out where your hit points suddenly come back. You have to actually reach the point where you question your assumption that hit points represent the same kind of thing they did in that prior edition. Once you question that assumption, you find it to be false, and it becomes a relatively easy imaginative task to come up with the new type of scene to describe how hit points function.
4E is strong in many regards, but I don't think many people would put versimiltude as one it's primary strengths, would you?
I wouldn't use the word to begin with (see above post on that topic). But going with what I think you mean by it, I put this version of the game right around the last version of the game (give or take a bit) for it's ability to convey a sense of truth. I don't know if it's a primary strength, but I don't view it as a particular weakness either.