I'm not a fan of it. It punishes players for eating too much of the same food, but it punishes them by meaning they need to eat more of it to not be starving. The "nutrition" stat food has now basically acts as fullness, or a calorie counter. Minecraft gets away with it because its not pretending to be realistic in the slightest, but Cata is somewhat trying. Feels too far off the mark, and introduces a few weird cases of "game logic" that isn't immediately intuitive to a player.
Thanks for taking the time, and I appreciate you laying out your thoughts.
I suppose it comes down to really defining CDDA’s design philosophy. Where’s the verdict on ‘Simulation’ vs ‘Game’ or ‘Realism’ vs ‘Authenticity’
Is it more important that it FEELS like real life, or is it more important that it IS like real life.
I will agree that my solution could be too simple. However, it’s a good baseline and alternative to continue discussion from.
I think, before we keep going, we should figure out where CDDA stands on the above mentioned aspects.
Are we intending to be more simulation than game, or more game than simulation? To what degree?
Are we intending to be realistic (accurately simulating, to the best of our abilities, the mechanics of real life), or authenticity (approximating the mechanics of real life to create the feelings that one should experience)
once we define these things, we can discuss the rest of the game much more easily. Otherwise, this discussion would get incredibly circular, and we won’t get anywhere.
Summary:
Define the design paradigm.