Various RPGs have played with the idea of letting characters just succeed at things they "should" (in some narrative sense) be able to do. In some it's an explicit rule, in others it's GM guidance, in still others it's a product of difficulty-based modifiers as they relate to mechanical character skill.
Reading Shamus Young's latest post about horror games, I suddenly wondered whether any computer games play with this idea?
The idea that struck me was that first-person games I've seen (which is an admittedly very limited subset) seem to fall into three categories.
You've got your full-blown FPSes which aren't trying to be anything else; you've got hybrids like Mass Effect where atmosphere, conversation and exploration are supposed to be part of the game but combat is essential; and you've got anti-combat games which want you to focus on other approaches to dealing with challenges.
In the straight FPS, the emphasis is on players developing suitable skill to dodge attacks, position themselves and shoot enemies effectively. The protagonists are usually supposed to be expert soldiers, assassins or whatnot.
Although the game emphasises how badass your character is, fundamentally it's up to the player to achieve badassery by getting good at the fighting. Failed attacks are just part of the learning process. As the game progresses, the