Okay, background, I work on a FF-based online game, chiefly implementing and maintaining summons. I'd implemented the first few ones easily enough, threw in a not-so-secret bonus one that's been well-received, a one hidden off in a far corner of the game, and now... well, more background first. I've never liked the hack-and-smash mentality in a game, which means when this one went in, you weren't supposed to fight her to get the ability to summon her. Thing is, I'm assuming players are smart enough to not just attack a boss without thinking about it. I watched and snickered as the first person to get to said boss got killed. "Oh well, I'll just go level up some more" was the basic reaction.
So, basically, I need a collective opinion: Has the average RPG player descended to such a low that the only instinct you have upon seeing a boss is to try and kill it? Would a designer really be in the wrong for creating plot-based quests with no combat involved, and not telling players that killing this boss is the wrong thing to do, like I have? If not, then why call them RPGs, since that implies roleplaying, interaction, and more than just fighting? Why not just call them "run-around-and-kill-everything" games if that's the case?
So, basically, I need a collective opinion: Has the average RPG player descended to such a low that the only instinct you have upon seeing a boss is to try and kill it? Would a designer really be in the wrong for creating plot-based quests with no combat involved, and not telling players that killing this boss is the wrong thing to do, like I have? If not, then why call them RPGs, since that implies roleplaying, interaction, and more than just fighting? Why not just call them "run-around-and-kill-everything" games if that's the case?