Yes and no. I definitely agree that superhero comics are in essence a fantasy role-playing game with a set of rules. The heroes have to be heroes. They cannot kill. They must be noble and self-sacrificing in the end. They must protect the non-super powered among them. Etc.
If - and this is the big if - if you want to maintain a series on an ongoing basis.
There are alternatives. Watchman is one. Stormwatch is another. Sandman is yet another. If you want to end your series, you can have your superfolk violate these rules and then either people will have fun watching everything go bang, or not.
You can also have an individual who does not play by these rules act as an anti-hero who is not accepted by the rest. Punisher or in some incarnations Wolverine are examples.
In a different light, you can spoof the conventions of the genre in any number of ways.
What you can’t do is combine the two and hope to have a coherent, realistic, indefinite series. As soon as you give up on the superhero essence you run full-tilt into a stone wall. I think this is what Askia means when he insists that superheroes and superpowers are two different things. He’s wrong in that contention, IMO, because he’s simply ignoring the distinction I’ve make and how important and powerful it is, but he’s recognizing that there are two ways to go.
Now, just because Moore went against the rules first means little. If you still want to do that you can, and it’s as valid a choice as writing another novel about the Civil War. Why didn’t they before him? I think it’s obvious that every major creator in the field knew what it would mean to violate the rules, but they didn’t want, or didn’t have the freedom, to create a limited world and then destroy it at the end.
That’s a good thing in some ways - why blow up an archetype like Batman or Superman just to say you did it? But it also means that after a certain point, you need to recreate the original to make it modern again and either draw a line across the sand - the Ultimates - or make retcons. Both methods have drawbacks for older fans. But comics shouldn’t be for older fans. It’s writing them for older fans without any good entry point for kids that have destroyed the genre and caused sales to plummet. That’s a different argument for another thread, of course.
Yet Fenris is also somewhat wrong. Realism is not the issue. Verisimilitude is the issue. A comic doesn’t have to be real; it has to seem real. That is, real inside the world that’s been created. Again, it’s a matter of the rules that have been set up. If Superman can move earths, then he can’t have trouble breaking through a wall. Yet he also can’t fly around the earth widdershins to make time go backward. Being true to the character makes the story. Writers don’t have the freedom to let just anything happen* and then say, hey, it’s only a comic book. Once a character’s parameters are set, violating them makes everything go splat. Too many comic books do exactly that.
- Back in the heyday of Arthur Byron Cover and similar authors, I made up Mapcase’s First Rule: If you have a story in which anything can happen, what does happen had better be pretty damn special.