The exploding PC example, as mentioned, was just an extreme and obvious example.
The cancerous PC is a bit closer to what Jack's talking about. I suspect the conclusion of getting rid of cancerous computers misses a point, however.
As the tobacco industry demonstrates, not everybody gets rid of cancerous products. And that's with actual data backing it up. If we accept that smoking causes cancer, there are plenty of people who know that to be true, yet continue to smoke (or worse, start).
What if the user isn't fully aware of the risk? An exploding PC is pretty obvious. Knowing that 3 out of 30 houses in your neighborhood had their PC explode would probably make you question keeping yourse.
Whereas, you might not realize the source of cancer over 10 years of usage. Its a silent and slow killer. Consider all the places and activities you did over 10 years, how can you pin down the PC as the source?
There's also the deferred payment scenario. If the PC might explode each time I use it, I'd be pretty wary of using it. If I am not going to die each time I use it (but might get cancer later), that's a cost that won't affect me now, and might not affect me later.
Now on Jack's point about magic having non-obvious costs, drawbacks and such, mostly in the psychological realm, I think that might be hard to model in a game. Not a problem for fiction, where the author can get into a character's head. But in a game, not as simple to arbitrate, codify and simulate. Thus, he's probably right that it would be more realistic, but I think in a game it might not play out well.
The reason I think it wouldn't work out well, is because many of these side-effects amount to telling the player, "you're crazy, so you have to act this way..." At least for those side-effects, it's hard to get a proper implementation, that doesn't rely on the player to do it right (since they are going to resent losing control and try to minimize the effect). Not that all side-effects are "insanity rules" oriented.
good observations all around.
The cancerous PC is a bit closer to what Jack's talking about. I suspect the conclusion of getting rid of cancerous computers misses a point, however.
As the tobacco industry demonstrates, not everybody gets rid of cancerous products. And that's with actual data backing it up. If we accept that smoking causes cancer, there are plenty of people who know that to be true, yet continue to smoke (or worse, start).
What if the user isn't fully aware of the risk? An exploding PC is pretty obvious. Knowing that 3 out of 30 houses in your neighborhood had their PC explode would probably make you question keeping yourse.
Whereas, you might not realize the source of cancer over 10 years of usage. Its a silent and slow killer. Consider all the places and activities you did over 10 years, how can you pin down the PC as the source?
There's also the deferred payment scenario. If the PC might explode each time I use it, I'd be pretty wary of using it. If I am not going to die each time I use it (but might get cancer later), that's a cost that won't affect me now, and might not affect me later.
Now on Jack's point about magic having non-obvious costs, drawbacks and such, mostly in the psychological realm, I think that might be hard to model in a game. Not a problem for fiction, where the author can get into a character's head. But in a game, not as simple to arbitrate, codify and simulate. Thus, he's probably right that it would be more realistic, but I think in a game it might not play out well.
The reason I think it wouldn't work out well, is because many of these side-effects amount to telling the player, "you're crazy, so you have to act this way..." At least for those side-effects, it's hard to get a proper implementation, that doesn't rely on the player to do it right (since they are going to resent losing control and try to minimize the effect). Not that all side-effects are "insanity rules" oriented.
good observations all around.