> To me the allure of RPG-style games is that they can be story vehicles.For my game, I'm not using it as a narrative vehicle. (Or, I am, but I want the narrative to be the player's experience, and not a story the game immerses them in.)
> There are generally tons of tool-using monsters in fantasy settings that aren't even humanoid.
Sure, but if you're going for realism, that still founders on the "how come my seven foot barbarian always fits perfectly in goblin armor?" problem.
Personally, I love the general fantasy environment. Dragons, trolls, swords, wizards. I dig the whole trope. But I'm not hung up on making a detailed, coherent fantasy world. Ultimately, I'm trying to make a fun game. The fantasy stuff is just trappings on top of abstract pieces. They are hugely important because they give the player some intuition about gameplay, but if I have to pick between a fun mechanic and a realistic one, I'll pick the fun one.
Real-life members of the clergy are perfectly capable of walking due north, but no one hates on chess for being unrealistic because bishops only go diagonally.
> Not every mob needs to drop riches, especially if the loot doesn't make sense within the story.
Sure, but the rarity of loot is orthogonal to how you pick loot for the mobs that do drop something.
> so your view is clearly commercially viable
I'm not trying to make a commercial game. I'll be open sourcing it. I'm just trying to make a game that's fun for me to play.
I don't have a lot of free time now that I have kids, so huge immersive detailed games with big stories aren't that appealing to me. I don't have time for that kind of commitment anyway. I want a game where I can drop into the dungeon for ten minutes, get a guaranteed sense of accomplishment from getting some XP and maybe get some great rare loot or kill something cool.
(Of course, the irony of spending an insane amount of time creating a game that is intended to not take much of my time to play isn't lost on me... Maybe I just like coding more than playing.)
> My point is that I personally think the choice between fun and realism implies a false dichotomy.
Absolutely right. Where I can make it more realistic I do. I think realism is really important for usability. To the degree that the game world is consistent, users can predict the effects of their actions.
For example, if you get hit with a cold attack in my game, you get "frozen" and your speed is lowered until it wears off. If you take fire damage after that, it will warm you up and cancel out the cold status. I think that's a nice little bit of edge case behavior that may delight a user when they see the game world following (sort of) the real world's rules.