Gygax; Arneson, as far as I can tell, while he contributed many ideas, didn’t do a whole lot of the writing down, and as a result, a lot of his ideas were marginalized.
It did, yes. And I too could design a game that discourages combat without looking like D&D, but that’s like saying “I have a fruit here that’s clearly not an apple, so the fruit you have MUST be an apple.”
Exactly. Which is why we must believe that he built the extreme lethality and general randomness of combat for a reason. Maybe he didn’t initially have enough insight to realize that super deadly combat encourages people to avoid it, but I can’t see how he could have missed that consequence in play. And good designer, bad writer, or whatever, he played a lot of his own game.
That’s why there was an ‘OR’ in the earlier statement. EITHER:
Gary was a good designer, and wrote a game that had intended consequences (Extreme lethal combat, XP for getting loot = desire to get loot with a minimum of combat)
OR
Gary was a bad designer, and wrote a game with unintended consequences.
I think he was a good designer, therefore, the game was intended to not be all about killing stuff.
However, you seem to have missed the difference between being a good DESIGNER and a good WRITER OF RULES. I don’t think anyone is going to argue with me if I say that the early D&D rules were confusing, hard to follow, and generally didn’t actually explain how the game worked. It wasn’t until you got like 3-4 revisions in, with the Mentzer BECM sets that the game started to properly actually explain how it worked. Even AD&D, frankly, was pretty muddled in terms explaining the process, which resulted in the aforementioned situation where basically everyone played the game differently, because no one could really entirely figure out how it was supposed to work.
Great design. Bad writing, aka “Bad communication of the design.”