Seems right up FATE's alley, and something that could be touched upon in systems that model the character's psychology in some way (Hero, would be the one I'm most familiar with: psych lims), that can be tested (EGO roll) and change over time (changed around, or exp to 'buy down/off'). Certainly not with the same detail and play dynamics, of course...1) The Dogs excerpt I brought up earlier is just not doable in other formats. Actually playing through emotional warfare of reading a letter (the acuity-ablating, heart-tugging antagonism of a separated lovestruck couple) and finding out it’s actual impacts on the person in the field (who has a dangerous and difficult job that requires total commitment and attention-span), and how those impacts turn into a feedback loop that the character becomes beholden to...well, that is not something that any old resolution mechanics, PC build and reward cycle scheme, and GMing ethos can legitimately pull off.
I didn't follow that, probably because I lack the frame of reference... How did 4e Combat Challenge/Superiority map to all that ..er.. sports stuff?2) Look at the extreme disparity of how people perceived Fighter’s melee control mechanics in 4e (the catch-22 of Marking and Forced Movement specifically). I’ve been a martial artist and an athlete (ball sports, wrestling, jiujitsu) my whole life. No game tech I’ve ever seen captures the OODA Loop that a physical combatant/competition participant inhabits as they navigate their resident decision trees (be it the catch-22 game of body control/feints/transition progression in jiujitsu or playing halfcourt defense in basketball, both on-ball and off-ball, as you protect your hoop and your teammates). Yet look at the backlash by certain segments of the D&D community, relentlessly deriding this suite of abilities as boardgaming nonsense!