A lot of realism mechanics make gameplay dreadful, boring, tedious, or frustrating. A simulation is one thing, but a game is another.
A lot of realism mechanics make gameplay dreadful, boring, tedious, or frustrating. A simulation is one thing, but a game is another.
I told him it would be annoying rather than fun and negatively impact the pacing. It wouldn't work well in our specific games.
Actually, during development there are always so many interesting ideas which don't pan out because they wouldn't actually be fun. Some even get built then scrapped because it didn't work as well as one would think. That's the kind of thing you'll often see internet forums bring up framed like "why didn't the devs think of this?!"
Like becoming dehydrated and malnourished if you don’t eat every half hour, which is pretty easy to manage, not being able to carry as much, turning damage up, and increasing afflictions so when you get hurt you have to go see a medic and can’t just cure them, although you can stabilize them.
While those ones are okay, and I’ve turned them on (like the weight being lower has a skill that you can add to mitigate, and items that make you stronger), there’s environmental afflictions on certain planets, but they didn’t put sufficient mitigations in the game to combat them. So a high air pressure planet or high solar radiation planet, even if you get a protective suit it gives you maybe two minutes of mitigation, not nearly enough time to do anything productive while walking on the planet, so if you crank the difficulty up those planets just become totally off limits, since there’s no way to “plan effectively and feel clever”, instead you just get burns and then come down with pneumonia and it’s not fun.
I think you could make it engaging, maybe by leaning harder into the robots automation and allowing them to do more tasks, or having diving style space suits for higher pressure environments.
Every time I hear someone likes a game I contributed to I feel quite happy. After all, giving joy and escapism to people who need it is why I always wanted to make games.
Edit: as a kid my friends and I dreamed of the day car games would have realistic and dynamic crash physics and well BeamNG gets pretty close.
There's an obvious appeal to sim racing for those who want realism and My Summer Car for those who... Well, it's an interesting project which I respect, at least.
The thing to think about is always how well something fits in the specific game you are making. If it completely warps the focus and disrupts the intended moment to moment gameplay loop, then it probably isn't a good inclusion. But it might still be a great idea for another game. In some cases, and this happens often in early development, it can even mean that other game is what you should be making instead. But that rarely happens when working on a big established franchise.
https://theonion.com/ultra-realistic-modern-warfare-game-fea...
Also, having my village randomly wiped out from time to time by events beyond my control (plague, wars, etc.) would be realistic, but no fun at all in a game.
Besides, there’s Dwarf Fortress if you’re into this sort of thing.
Also there is the question of _who you are_ in a city builder, because he seems to be assuming that the player is playing as an average villager, and not the people who actually make planning decisions (monasteries and lords, etc).
Most of these games are sort of explicitly designed to be power fantasies on some level. I am sure you could make a truly great game that is sort of down in the muck, a villager eye view, or whatever, but it might not be as popular or fun.
Incidentally, when I last played Banished there was a loophole in its simulation and you could just build a few modules consisting of like 3 or 4 basic buildings and that solved all your survival problems with no need for later intervention.
Gamers gonna optimize.