Solarius, I get the feeling that you're right now existing in some kind of bizarro world where sentences take on some whole new kind of alternative meaning. Why are you trying to imply things I never said?
At no point did I state that I am against random events. Nor did I say that random events having negative consequences is a bad idea. Nor did I say - or even imply that
[...]every event is punishing the player, which is a blatantly untrue[...]
Yes, that is indeed blatantly untrue, since it's not what I said or wanted to imply.
Let me paraphrase what I said:
That random events whose only outcome is punishing the player by substracting points and which can not be avoided, mitigated and have no further consequences (i.e.
they are independant of player action regarding their cause and outcome) are a bad idea.
I am not
ranting about random events in general. If anything I am
ranting against a very specific design of random events. At this point I might as well be
ranting about you being a blockhead, because you are trying to rationalize design choices by citing games that aren't even in the same genre and whose implementation of random events underscores what I am trying to tell you. This is on top of those games not even having a direct analogue to the points system X-COM uses (namely a score system that can lead to a gameover).
Games like Master of Orion or Master of Magic or Sim City[...]
I happen to have played both Master of Orion II (please correct if any of the following doesn't apply to the first part) and Sim City (yeah I know, surprising). To preface this - random events were optional in both games. They were not inherently forced upon the player (
disclaimer: this is not meant to imply that random events are bad. 'Forced' in this context implies that the player has no choice whether or not they want to include a game mechanic in their playthrough).
As far as I am aware random events in MoOII never simply substracted points from your score (as far as points/score analogy is even applicable here, see above). They were independant of the actual game state or story progression (as far as games in MoOII can be said to have an overaching storyline anyway). They could, however, be influenced, mitigated or outright avoided by player interaction: Increase science or industrial output or station military to prevent a bad outcome (plague, pirates, supernova etc.), pay off or fight a space dragon, avoid/refrain from hyperspace travel (monster in hyperspace, hyperspace flux) - in short, they forced interaction (even if that interaction happened to be 'fire planetside stellar converter at an invading space amoeba').
In SimCity the outcome of 'random' disasters (if enabled / or activated directly from the menu) is directly related to player interaction (or lack thereof) and your progression in the game - i.e. how many police/fire stations you have to contain events (for events that can be contained), the layout of your city (in 2000 certain disaster can only occur if you have the necessary buildings, e.g. NPP, Microwave powerplant etc.).
In both games
random events generally forced interaction or were dependant on player action. They were not a simple "click X to continue playing" affair.
Sorry, but at this point you're just ranting against the very existence of pop-up events.
I'm not even sure how I'm supposed to adress this. It's evidently not true (seeing how I cited actual in-game pop-up events that are meaningful) and I have stated multiple times that random events are a good additon if they are done the right way. Pointless generalizations are one thing, but you're basically covering your ears and state that I'm implying things I am not. The problem with that approach is that you're failing to hear what I'm actually saying.
If you include random events whose only consequence is a score substraction
and nothing else you might as well have players look at the score graph instead, because you intentionally designed those events to be meaningless. I don't see why that statement comes as a surprise to you or why you'd take offense in me pointing that out.