The main part that I was interested in was in bold. I left the rest for context.
Adding a mechanic that ends up serving no purpose to the player besides to “randomly” and “unfairly” punish them for existing is, in most games, not that beneficial.
There are some games that want to achieve reality in its hardcore totality, and good on them if that’s the way they want to go! Regardless, a game that is dedicated to being about realism is adding those features for a reason, as they’re part of the core game philosophy, and the developers’ image for the game.
I’m not interested in Nelson’s choice of words regarding his views on “realism for the sake of realism” though, just the food for thought that comes at the end.