Here's an example of doing something worst to a character then killing them...
Indeed.
The flaw inherent in the "survival value is all-important" argument is that it has forgotten that survival is, always, merely a means to an end, at least for a sapient being.
But we're not talking about what is an
end for, or what is
valuable to, a sapient being. We're talking about what makes for satisfying or engaging game play, as per this post upthread:
Deathless combat for me is just a "filler" scene in an action or supers movie. It's a complete waste of time to play through. It's something that could easily be narrated or decided with a roll or two, and the game can move on to more interesting things. Again, sorry that my inability to feel tension during a combat encounter, that I know my PC will survive no matter what, bothers you.
Setting aside the question of one poster's personal taste, there is still a "structural" or design issue here, which is: how can a RPG introduce tension into the resolution of a physical altercation or conflict, without making it about character survival? I don't think it answer this question to point out that there are things beyond the character's own survival that a character might care about. I think that what answers the question is to show how a
player can be defeated in combat, without their PC being killed. Because this is what shows that the combat is worth the time and attention that is required to actually play it out.
Upthread I gave examples like being captured, or driven off. Another is when there is some sort of "clock" in the combat - eg, if the PCs don't defeat the NPC within a certain time, then the NPC will do <some bad/undesirable thing>.
Stop the ritual or
stop the sacrifice are examples of this, which I used in 4e D&D play.
Those are consequences in addition to potential loss of life. Combat in my games usually has multiple consequences, one of which is always potential loss of life.
Point is, I think it requires a certain self-centered view of what you're playing for for character survival to be the
main one.
Everyone I've ever loved has been killed. My home is in ruins and everything I fought for has been lost. My reputation is gone and my name is a joke. My magic has been burned out and my limbs were chopped off. I'm trapped in this dungeon for the rest of my days, with only maggoty bread to eat and stale water to drink. Every day is a nightmare of shivering cold and dysentery. I'm alone and unloved and every ambition has failed. Still... at least I'm not dead.
Again, I think it's about the relationship between
playing through the combat and
the possibility of defeat. In that sense, it
is self-centred: the player's play of their PC is about their engagement with the game.
If the game has a story plot that the players care about, then you always have the overall stakes of failure for that. But just in the microcosm of combat, the only stakes are character death. Nothing else really matters.
There's no reason why, in a RPG, combat has to be structured so that the only fictional colour that can be applied to defeat is
PC death.