You’re misunderstanding him. Big times.
What he is trying to say is the following: I want to have a Game (in this case CDDA) to be realistic, like life, because I find it intruiging to see how different, impossible or at least nearly impossible situations would impact life, and how I would fare in those situations.
This seems to be, at least somewhat, what he is trying to say. He wants to have a game, which is basically similar to real life, but with 1 or 2 big differences, like cdda’s zombie outbreak, or fallout great war, which basically destroyed the life as we know it.[/quote]
Exactly right.
I agree. I liked the rest of the other “questionable” changes the community didn’t accept right off the bat, too - weapon magazines and dirty clothing in particular. If it’s implemented well (which filthy clothing really isn’t, but it’s better than nothing), I see no reason not to add it. I don’t care about “added tedium” as long as it makes sense. That’s what makes CDDA unique. It tries to simulate certain aspects of life instead of going for a more arcade approach other roguelikes tend to take (simplistic equipping of armor and weapons, simplistic combat, simplistic health systems etc).
If you turned CDDA into ADoM with zombies it’d lose nearly all of its appeal. I’m glad the game doesn’t try to make mundane tasks simple so you can skip to the “fun part” like other fantasy roguelikes do. Hell, you wanna make me have to add ingredients to my cooking manually? Or select which eating utensil I’ll eat with before I start eating? Go ahead. This IS the fun part for me. Each person has their own vision of what the game should be and each opinion is as valid as the other. Throw showers and bathroom breaks into the mix, I don’t care. That’s what I want the game to become, if it’s not considered that already - a zombie survival simulator.
Our diet already affects the way we wake up in the morning, and body HP in the long run. We already have to boil and cook food so it doesn’t infect us with parasites. We are already (U)nloading one container into the other to conserve precious inventory space when scavenging for supplies. Our magazines already need to be reloaded manually so the weapon we use can be considered reloaded. Are we going to go deeper? I certainly hope we do. That’s what I play the game for. And when I manage to defeat a monster that was previously blocking me from looting a building, or emerge victorious from a fight with a large horde, or loot a lab for its valuable loot - that’s when I learn to truly appreciate these deviations from my routine, and that’s where I “recharge” my power to deal with the things you call “tedius” and I call life - putting things in their respective stockpiles and containers so my shelter is tidy, micro-managing my inventory so it’s more convenient to use, fixing clothes up so they stay in top shape, cooking dinner for myself and my companion and more.
I like maintenance. Why do we put and take clothes off? I mean, the temperature system could be removed to remove tedium, right? Why do we need to cook (B)utchered meat if it’s yet another step in the process of keeping ourselves from starving to death? Heck, remove hunger entirely - it stops me from exploring and filling my inventory with cool artifacts and loot. Right?
Do you not see how this can be stretched to both ends of the argument?