I'm for alternative options, but I don't think they should always be viable or even possible. You shouldn't be able to kill, sneak or talk your way out of every situation just because that's how you want to play. Sometimes I think it's fine to have sub-optimal outcomes.
Pacificism and sub-optimal outcomes are not mutually exclusive.
Don't get me wrong options are great. Giving the player the freedom and ability to tackle obstacles in a variety of ways and using inventive means to solve problems is a fantastic thing that games and RPGs especially are great for. But I do not believe that everything should have an alternative solution for however the player wants to achieve their goals. That's not how things actually work.
I don't understand. Every moment-to-moment encounter can be conquered through brute force. If the player wants to solve every situation that way, they are catered for, so in some respects, that's exactly how things work.
Why not have a non-violent solution too? They don't always have to be the best outcome, sometimes they can be much worse than the alternative:
Say a family is being held hostage by super-mutants that are making some crazy demands that are impossible to meet. The family is begging you for help. Options:
1) You either fight and kill the mutants to free the family. Risky, but you'll have a chance to rescue everyone.
2) Cut the power and sneak in to free the hostages. As soon as the power is cut, the super-mutants freak out and start shooting which gets some of the hostages killed. You could sneak attack them before they do, of course, but you're a pacifist.
3) Try to reason with the super-mutants. Their logic is so twisted that the best you can do is rescue only one hostage. You have to choose.
4) Walk away, ending the quest and keeping your hands "clean".
Something like that. Just because pacifism in games is always the 'good' route doesn't mean it always has to be.
While games are more often than not wish fulfillments, RPGs are always touted as being above that to a degree. We get a character with certain strengths and weaknesses and have to abide by that. That should sometimes mean we cannot solve things the way we want to no matter how hard we try and in this instance kill in order to succeed or face failure.
But
every solution in 99% of games involves killing someone. It's not like it's a special or difficult thing, it is the most pervasive kind of encounter design. RPGs with their scope, variety of playstyles and multiple supporting mechanics should be the genre to offer us the opportunity to go beyond simply BANGBANGSLASHBOOM.
And that is something that these games have generally been good about to one degree or another. Letting the player fail but continue on with their journey. And I would much rather they expand the ways in which we can fail a quest do to our shortcomings rather than come up with alternate ways we can complete them no matter how impracticable and unrealistic they may be just because I like sneaking a ton or making my character a real smooth talker.
Though even then sometimes failure is absolute, because even as great a feature as that is you can only fail so much and continue on and sometimes one failure, one bad outcome, is all you need to end things completely.
I'm not asking for no fail states. I'm asking for the option to take a non-violent route through an RPG, not decide the outcome of taking that route.
I think people who are asking for this are asking to shackle the game's encounter design and quest structure without really thinking.
Really? Every conflict? Sometimes that moral quandary can be a source of drama. How would a pacifist resolve Hard Luck Blues in New Vegas? Flood Vault 34 with radiation, immediately killing all trapped survivors but saving the destitute share croppers? Spoil the share croppers' farms to give the trapped survivors of Vault 34 a chance to escape, condemning the farmers to starvation and probable death for a protracted period? Ignore both, and have everyone's misfortune on your hands?
Sometimes shoehorning in a non-violent option to make the player feel warm and fuzzy just feels transparent - shit's not always going to work out. You're not playing s super hero.
Firstly, I'm talking about moment-to-moment gameplay over and above story-based ethical decisions.
Secondly, I'm not saying that the non-violent solution has to have the best outcome. Again, just because games tend to go that route doesn't mean they have to.