[quote=“Random_dragon, post:486, topic:12504”]Now, you see why I’ve dumped unending amounts of snark and said the whole “realism should compliment gameplay, not detract from it” thing a hundred times?
Because more often than not, the devs don’t do that. They prioritze realism that just makes life harder, and give less focus on elements of realism that make things easier.[/quote]
I generally agree with this sentiment. I take no issue with Mr. Granade’s vision of making a survival sim - but at the end of the day, what we still have here is a game, complete with zombies, quantum teleporting cybernetic implants, and extradimensional horrors. By definition, it is never going to be completely “realistic”.
And as a game, it seems important that the pursuit of realism needs to be tempered by good old fashioned game design principles. New features should ideally work towards the goal of a unified, consistent, and rich player experience. I posted in another thread a few months ago that games like Cataclysm and Dwarf Fortress are fun because their depth of gameplay and attention to detail serve to immerse the player, and give him/her a sandbox in which to create fun and compelling stories… even (nay, especially) the more absurd and ridiculous ones that may not be entirely “realistic”, per se. Realism and detail need to give the game character, not just provide arbitrary obstacles for difficulty’s sake.
I've lost track of all the times I've been annoyed by something in-game and realized how trivial it'd be to work around a given situation using real-life logic.
I remember when filthy clothes were first introduced. I thought it was interesting. It made sense. It was realistic. But I could not for the life of me figure out how to get them clean, until I dug around and looked it up. Oh, I need to craft a washboard, and soap, and need an ass-load of water… but I’ve got a jug of bleach, and a toilet full of water… why can’t I just dunk this filthy t-shirt in a toilet full of bleach water and be done with it? It was a gameplay obstacle that was “realistic” - and yet completely unrealstic in how restrictive it was. There was exactly one way to skin this cat, even if true “realism” would dictate that to be absurd, and that a creative person could easily come up with an alternative besides the one solution the game offers. Because it is a game, inevitably limited by how much can be coded into it. Therefore, a dev needs to be judicious about what sort of things get added: by ensuring that they complement and integrate with other features already existing, and that they enhance rather than detract from the player experience.
But anyway, those are just my thoughts and I’m frankly not entirely sure why I’m contributing them. This discussion has gone in circles for 33 pages. Mr. Granade seems pretty set in his ways, and as an open source, free project, the impression I get is that the development process is kind of like herding cats anyway. I understand the devs have no real obligation to any of us and that CDDA is basically a hobby that happens to get posted on the internet. Still, I hope I don’t presume too much to think they nevertheless take enough pride in their work to want to create something that is enjoyable and high quality.