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Game is a Game, Reality is Reality

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,230
I don't need my bullets to weigh as much as my armor. If it's not some op giga weapon ammo, spare me the realism.

No, I don't want every vendor selling and buying specific junk for their "role" in the world. it's tedious.

Tiny carry weight limits combined with an endless pile of useless crafting materials that I am not sure if I will even need later.

Say what you will about Assassin’s Creed Odyssey: If I jump off a cliff, I am left at 1HP and move on. I don't want to spend 5 min getting down around the mountain for realism sake.

Fast travel is fine.

It's a game.

Yes, I'm drunk.
 

eXalted

Arcane
Joined
Dec 16, 2014
Messages
1,230
Spending 1 hour walking from vendor to vendor to sell stuff is playing a game.

Collecting crafting materials and spending one hour walking to my base and back is playing a game.

Spending 5-10 minutes walking around a mountain so that I don't jump off a cliff is playing a game.

Having 40 min of my game session be walking from location to location without nothing happening is playing a game.
 

ShiningSoldier

Educated
Joined
Jul 21, 2024
Messages
125
Spending 1 hour walking from vendor to vendor to sell stuff is playing a game.

Collecting crafting materials and spending one hour walking to my base and back is playing a game.

Spending 5-10 minutes walking around a mountain so that I don't jump off a cliff is playing a game.

Having 40 min of my game session be walking from location to location without nothing happening is playing a game.
Yeah... in a good game you're not just "walking from location from location", you're finding interesting stuff, investigating caves, participating in adventures, etc.
What you want is to basically "take 10 quests and get teleported from one to another, then teleport back to quest givers and see some flashing numbers over the head of the character"
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
10,901
Location
Nottingham
For me it's not what's done, but the way it's done. Realism done well can be entertaining, but generally I agree that most devs do it shit and boring.

Morrowind showed how to do Fast Travel. So long as it feels part of the gaming world, that's gravy. Simply clicking on a location to go there, with no rhyme, reason or limitations behind it just takes you out of the experience. Whereas casting a spell to go somewhere which employs the very same game mechanics, feels totally different. Like most thinks, if there's a limit to how much you can fast travel, you value it more.

I'm not drunk.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
12,916
Spending 1 hour walking from vendor to vendor to sell stuff is playing a game.

Collecting crafting materials and spending one hour walking to my base and back is playing a game.

Spending 5-10 minutes walking around a mountain so that I don't jump off a cliff is playing a game.

Having 40 min of my game session be walking from location to location without nothing happening is playing a game.
So what was your original point??
 

OSK

Arcane
Patron
Joined
Jan 24, 2007
Messages
8,082
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No, I don't want every vendor selling and buying specific junk for their "role" in the world. it's tedious.

This is great. It punishes autists who feel compelled to pick up every piece of junk that isn't nailed down. You don't have to roleplay a hoarder in every fucking game!

The worst is when game developers actually build their game's economy around people who play like this, so it ends up punishing people who are without mental illness.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
12,916
But first you have to know just which loot is expensive and which isn't.
Appraise would do the trick, or taking the item to be identified.
 

The Nameless One

Literate
Joined
Sep 19, 2024
Messages
45
Location
Sigilville, California
I don't need my bullets to weigh as much as my armor. If it's not some op giga weapon ammo, spare me the realism.

No, I don't want every vendor selling and buying specific junk for their "role" in the world. it's tedious.

Tiny carry weight limits combined with an endless pile of useless crafting materials that I am not sure if I will even need later.

Say what you will about Assassin’s Creed Odyssey: If I jump off a cliff, I am left at 1HP and move on. I don't want to spend 5 min getting down around the mountain for realism sake.

Fast travel is fine.

It's a game.

Yes, I'm drunk.
Go back to the pillar of skulls - you won't have those problems anymore.
 

OSK

Arcane
Patron
Joined
Jan 24, 2007
Messages
8,082
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
But first you have to know just which loot is expensive and which isn't.
Appraise would do the trick, or taking the item to be identified.

It's sometimes easier to know what is worthless. Like those 20+ crude daggers strewn across the dungeon. Leave them.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,700
Location
Core City
Realism is good until it becomes boring. The line between the two is thin and subjective, so obviously your mileage may vary.

In a world where people play 22,000 hours of Train Simulator, it's hard to say where the line is for autism when it comes to certain simulations. But for normal people, I'd say anything that comes close to something analogous to real-world work shouldn't be in a game. If I need to be paid to do something, I certainly won't pay to do that same thing. Organizing inventory, checking product availability, knowing the prices from each specific seller, etc. - I already do this all day, so you can be fucking sure I'm not going to do it in my free time.

However, some level of realism makes sense depending on the game. I don't expect the weight of my inventory to matter much in a JRPG, but I definitely expect it to matter in a WRPG. On the other hand, in most WRPGs I don't expect to be worrying about the characters' food or hygiene, but in a tactical simulator where the focus is on managing your squad, it would make perfect sense. Ultimately, it's a big "depends."
 

gooseman

Educated
Joined
Sep 5, 2024
Messages
175
Good mechanics exist for reasons. When mechanics are added without a purpose, you get retarded shit. This is most commonly evident with "realism" stuff. There's nothing inherently wrong with "realistic" mechanics, but if their existence in the game has no justification, then interacting with them will not be enjoyable.
For example, carry weight could make sense as a balancing mechanic in some kind of tactics game, where your unit's equipment is limited by what they can carry. Then it has clear intent and purpose.
I don't think crafting is a realism thing. My belief is that everyone started adding it to every single game after they saw how much minecraft sold. Original sin lets you mix flour with water, crush a tomato with a hammer and then combine them to make a pizza. Fucking why? Food gives negligible benefits. You have to be mentally ill to go out of your way to larp as a cook in this game, especially with Larian's traditionally awful inventory management. There are TONS of recipes and most of them are pointless and the previous still applies, the inventory management and scouring the world for items to craft shit is tedious. Implementing a whole system that has only a few niche uses is bad design.
And yes, fuck fall damage. Probably the top cause of my deaths in any game. In most games it's simply an annoyance that sets you back, there is no interesting or meaningful gameplay tied to it. Some games do it better, like dragon's dogma, where it can be used against enemies, you can fall from fairly high places and survive, and harpies will attempt to drop you off a height to kill you. This is a meaningful mechanic that serves gameplay. And it's fun to throw children goblins off cliffs.
Then there's doom 3 with its darkness and flashlight being a separate weapon, which had the purpose of building atmosphere, but it wasn't fun to play around. So, first there's intent and then there's execution.
 

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