This is actually a topic that I’m extremely interested in (game design theory, etc).
To answer your question, I see it as a mechanic. It’s use and effect varies. Sometimes it’s used to make your character incredibly strong (e.g. the Halo series where you can actually take a lot of hits) or its used to keep you from barreling into a hail of gunfire, but still wants you to stay in the game (e.g. the Call of Duty series where your character can only take a few hits). For the former, it makes sense: you’re a super soldier and should be able to take a lot of hits and have heightened blah blah blah. For the latter, it also makes sense: you’re a regular soldier and shouldn’t be able to take a lot of hits and, thus, should be a bit more tactical while taking the occasional risk.
The sensitivity of the amount of damage you take dramatically alters the game in terms of your tactics, split second decisions, etc. I wouldn’t say that it necessarily makes games easier, but it tends to reflect a shift in design elements. Developers seem to be more interested in letting you play and experience the game instead of pulling you out of it every few minutes via “death.” They’re trying to keep the experience realistic, but recognize that, for this particular genre, dying quickly wouldn’t be fun.
I don’t necessarily like one over the other. I don’t really make a value judgment about the mechanic. It’s just a rule that is imposed by the designers just like any other game (video game or tabletop). A game can still be just as challenging w/this mechanic in place as if it were not. It’ll just be a different kind of challenging.
@That0neguy01 I don’t understand the cowardly player argument. It’s a video game. Are you blaming the players for using a game mechanic, to their advantage, that the designers put into the game? Isn’t that just… playing the game?
@Seek_Kolinahr If I recall correctly, D&D 4E also has the mechanic to suddenly resuscitate after your HP goes to zero by rolling… I forget… above 15 on a d20? Would you also fault 4E for having that mechanic?
On the topic of ‘simply starting over,’ I’d say tabletop gaming and video games are fundamentally different in the sense of who controls the experience. With video games, you don’t really control the experience. It’s the developer/programmers/designers. In tabletop gaming? It’s the DM, then it’s the players. Fundamentally, tabletop gaming is designed to be an as-you-go sort of experience while video games, no matter how non-linear they try to be, is fundamentally a linear experience. I suppose, it’s a question of which you prefer.