So I really have no clue where you get this bizarre notion that holodeck designers would have to let people actually die in order to give them a satisfying gaming experience. I think maybe you're taking games a little too seriously there. Are you actually a Klingon or something?
I'm not really sure I said quite
that,
Christopher, but you're the writer, so I'll take your word for it that it's implied.
You did say something interesting, because I never,
ever play video games, so maybe I have a personal perspective on it I didn't realize. Though I got a good chuckle from the mental image of somebody being hospitalized from playing
World of Warcraft.
When I said 'you' can't lose, I'm just suggesting it's not a mentally healthy thing. As
Hollow Pursuits suggested, the whole thing can get out of hand. I'm amazed it's not much more common (that we saw, anyway). But if you're in a non-combat setting, such as Riker was in
1101001, it
could be unhealthy. There was basically zero chance of Minuet spurning Riker, or slapping him in the face, or getting the club bouncer to throw him out in the street. That to me makes it me to seem normal to want to be in there as much as possible.
Remember back when, when our parents used to tell us not to sit too close to the television? Good Lord, how would futuristic parents deal with the
holodeck?
I accept the stories as told, and enjoy them. I liked Dixon Hill, Captain Proton, the science and research applications (reconstructing dreams could be a wild diversion!), and, well, Janeway's dry-as-dust scenarios are another matter, but that just comes down to personal taste. But the technology does make one wonder of its implications, that's all.