Immersion>Realism
Often for immersion, realism is modeled. It is just convenient, pretty much every problem is solved in RL.
Too much realism can hurt immersion. The urination examples of Duke Nukem and Postal are for a toilet humor.(Captain Obvious) In TES, I like to think such matters are taken care of during the rest. I might think the same for Oblivion fast travel but traveling is something I would like to do myself, I would write my traveling adventures in a journal but not those other things...
Survival was a part of Morrowind. I like to see it improved but to do this it should be balanced correctly. I think in Morrowind with inclusion of Almsivi Intervention, one can teleport to a Temple for healing immediately. That is an awesome touch, but healers(in traditional sense) were nowhere to be found. I imagine a scene where I cast AI and teleport to a Temple where I couldn't even move and people come out of temple and in first-person, move my body onto a stretcher and treat me afterwards.
Another thing is necessities. These are designed with
punishments in mind. I once again refer to Real Life where you don't eat to avoid punishments but because eating feels good. It is a bonus to stats. Where in the implementations I saw, PC is always in an
ill state which can be temporarily avoided by feeding. That's not realistic at all. The "hardcoe" mode I would like to see, includes health regeneration for example. I am talking about daily regeneration rates. The regenerate rates increase with feeding regularly. When there is no feeding, the regenerate rate simply decreases to a complete halt. A PC will likely to lose health one way or another so this is actually pretty hardcoe. All potions work as temporary speed increases for regeneration. My inspiration here is real life. It is interesting to hear about F:NV's hardcoe mode. Some nice ideas like doctors becoming a necessity. Blood loss and crippled organs(deadlier combat(cuts / slashes / dismemberment / stabbing) with more defense). If carefully designed, these can aid self preservation feel rather than becoming an annoyance.(The answers to the question "
What would happen if we could feel no pain?" offer great insight and can be applied to video games.)
Weight is easy. It is totally unrealistic to hold that many items, it turns the game into a looting frenzy. Therefore it must turned into non feasible with the inclusion of feasible counterparts. Real Life can be used as an inspiration. You wouldn't want to collect all the junk in real life, you would like to have a small item which is valuable or functional instead. Skimming through 10 weapons is not good. Selection of a good weapon, a secondary and a third one at best which in arm's reach and a side bag with 2-7 weapons which can't be picked during a fight seems a nice idea to me regarding gameplay pace and enjoyment.
And finally, skill atrophy. Pretty much solves every problem regarding leveling. Enemies should be standardized so that some enemies would always be a credible threat. Everyone has a weak spot and there is only milliseconds between a regular athlete and a world record holder. Good sports games have this kind of systems and you can really feel you are playing with a specific player because stats totally reflect that player. Real life is really inspirational.
My views on the matter are rather controversial(health regen, skill atrophy, anti-loot
), but I honestly feel this way. These things should be discussed, dismissing them completely or inclusion of hardcoe modes at the opposite side of spectrum aren't helping the evolution of immersive RPGs, IMO.
A repost.