A paper a few years ago from UC Santa Cruz found that "procedural rhetoric has psychological reality, with players accurately understanding that two games meant to have arguments have them, and the purely abstract game [that] did not".
Who decided that a game was "meant to have arguments", and how did they make that determination?
I recall other evidence of measurable psychological effects being cited in this regard, too.
Well, when you can clearly tell us what those effects were, and cite sample sizes and such, then get back to us.
Changing tack, it's hard to think of another mechanic with such a specific aim of effortless (confident and powerful) mass slaughter.
Weird. My example used a whole whopping
two minions. And I set that up before knowing your beef.
So, I question that assertion.
Keep in mind that I am differentiating between violence and mass slaughter.
And the audience must limit their consideration to that... why, exactly?
More to the point, the game implies a potential for many, many deaths even without minions and fireball. Focusing on these mechanics seems like a quibble.
Or... perhaps the restriction is there because without it, the entire game starts to look ethically indefensible, which is going to be a hard sell on a gaming messageboard.
I believe some research shows analogic transfers but most or all is in the context of videogames.
Jargon. Means nothing to me
I can picture a game in which a minions mechanic would -- together with other mechanics -- have the sort of results you may be envisioning. I don't know that I take 4e D&D to be an example, although as I wrote upthread, that's only finally settled in play.
I am still not on board that there is a clear ethical or moral value to the game separate from the fiction enacted.
So, it isn't a matter of 3e, 4e, or 5e, or Savage Worlds, or Cypher. All ethics are settled in play in the narrative context.