I've pre-ordered Witcher 2 and looking forward to playing it, but I have some concerns about the way the insanity mode is incorporated.
Because of the way I've found most RPGs to be balanced, I generally enjoy games much more at the hardest difficulty, as the easier difficulty settings are usually not challenging. I love the sense of accomplishment after finally making it through tough battles where you die dozens of times before figuring out the best strategy to survive and defeat the enemies.
For a platform, puzzle, action games or very linear RPGs, "Insanity" or "perma-death" mode makes a lot of sense. For an open world Bethesda game where a huge part of the experience has nothing to with the main quest and involves gradual character progression and world exploration over a period of hundreds or 1000s of hours for a single playthrough, this makes absolutely no sense to me.
For a somewhat non-linear, slightly less open-world RPG like Witcher 2, I'm not sure.
In the case of Witcher 2, I'm concerned that if the Insanity setting has the right level of challenge in terms of combat and gameplay, that the "Hard" mode will be too easy. And I have no interest in restarting a 60-100 hour game every time I die, not to mention part of the non-linear aspect of the story means sometimes you will want to go back and replay certain stages of the game simply for RP purposes, or to make different choices in NPC dialogue, etc.
Yay! I also pre-ordered The Witcher 2 and can't wait! I loved the first one, and this one is definitely looking better in every single way.
Insane Mode in The Witcher 2 will definitely be interesting, but I think it will allow us to see the game in a completely different light. It won't be easy. But then again, anyone playing on insane mode should know that.
Again, it ultimately depends on how the person explores and encounters the open world. I always knew my limitations in Morrowind and Oblivion. I knew what I could do and I knew what I could handle. If anything, it would merely reinforce BGS's level scaling, which doesn't want players to necessarily wander everywhere, as some parts should be harder.
I agree with you that the risks are high, and having to start over would be unfortunate. However, I would argue the likelihood of dying would actually decrease as one levels. As one becomes more comfortable with the game, they learn better tactics, use different skills, prepare for encounters more efficiently, and are always engaged in what they are doing. A person who just starts insane mode will likely have a higher chance of actually dying because they are trying it for the first time, and don't know the tricks of the trade yet. It's ultimately a process people would need to learn and get a feel for to truly reap the benefits in my opinion.