Quote:I don't think you should ever choose to make a game more realistic at the expense of playability.
Actually this is done all the time. Designers sacrifice playability for realisms. It is not as balck and white as was stated about the soldier bleeding to death. That would be an extreme case and no designer (at least decent designer) would do such a thing unless it did add to the fun. But instead of that extreme, what about a situation where the soldier moves slower because of the injury?
It is less realistic to have the soldier not effected by their injuries and so it doesn't effect gameplay. But, the light realism of an injury effecting a soldier's movment can create a tension and enhance the fun of the game.
If you were to completely ignore realism (this is in the vein of going complete realisms and so an extreme example) all you end up with is some type of abstract game.
This abstract game might be good (like tetris, bejewled, etc), but players will still crave that slight realisms and would be willing to sacrifice a little bit of game play for that little bit of realism that promotes other emotions (tension, emmersion, etc).
Too much realism can be a bad thing, too little can also be detrimental.
Imagine Starcraft and removing all aspects of realism. I don't think it would have been near the game it was or had as much apeal.