» Mon Jul 25, 2011 12:34 am
See, the idea behind realism isn't "challenge", or enjoying tasks like eating or sleeping.
The idea behind realism (unsited word really, as it's not supposed to be like the real world; it's supposed to be like Tamriel would be if it wasn't designed as a game, but rather as an actual world - i.e. not the "real" world, but one that works and has no logical flaws; the usual RPG terminology calls this simulation, as opposed to the 'game' and 'story' aspects; look up the Threefold model for details, very simple model that sums stuff up quite nicely; you have gamism which includes all the "fun" aspects designed mainly for that purpose, narrativism/dramatism for what makes a story interesting, and simulationism which is what makes the world you play in seem logically consistent and functional on its own) is that the world makes sense and thus, it is easier for the audience to willingly suspend their disbelief.
The more the audience cares about logic, the more simulation/realism is required in order to make it possible to suspend the disbelief. Also, the mindset of the audience plays a major role. Going with the threefold model again, we generally have audiences who are mainly interested in "fun", mainly interested in "story", or mainly interested in "logic". Of course, every player is interested in every one of these aspects. Including you.
Just imagine a game that was lacking either one of these aspects.
Let's take Morrowind and remove all of the "fun" aspects of it. We now have a logical world with an excellent story - but the player character doesn't do anything but hearing about it or reading about it. He isn't actually involved, nothing 'fun' is going on. The story is still great and everything is logical, but it's still boring because you aren't the hero of the story.
Let's now put the fun back in and take out the story. We now have a believable, realistic world in which the player has complete freedom of what to do. Sadly, nothing interesting happens in that world. There's no Dagoth Ur, no Tribunal, nothing. Just a default fantasy world with nothing going on whatsoever. You wouldn't want to play that, either.
Let's now keep fun and story, but take out realism. We now have a world in which magical unicorns float around through many dimensions (the exact number of which actually varies, though, depending on nothing whatsoever), who have great stories to tell and with the player character unicorn having full freedom. Sadly, nothing makes sense. Pressing W makes you go sideways or backwards at random, because the dimensions randomly shifted or something. Or actually, there's no explanation whatsoever, this dimension model might already bear a certain logic. Nothing that happens has any reason or any consequences, and all these stories make no sense at all, either. You have a completely illogical, inconsistent world that is completely useless and might only be fun for a short while until you realize that nothing you do has any impact on anything, because there is no such thing as a cause-effect correlation.
You can't do without fun, without story, or without 'realism'. Now, this thread is about increasing the 'realism' aspect in Skyrim. Which mainly happens at the expense of the 'fun' aspect. Have a realistic health system, and you'll have to lose the more 'fun' health bar system that gives the player character more health than the average enemy has and prevents one-hit kills happening to the player character. Have a realistic travel system, the requirement to eat and sleep, and you'll have to get rid of the fast and convenient fast travel system and will have to start worrying about finding a bed and food every day, as a player.
Now, why would one want that? Certainly not because it is more fun. And only few people want it for the extra 'challenge' (adding challenge is actually a gamistic aspect and can be done in very unrealistic ways, such as giving enemies more health without explaining why).
No, the reason this is wanted is because people feel not immersed enough into the game world. We have to remember this is a role playing game. In the classical sense, that means the players goal is to forget about the real world and, for a little while, become someone else in a different universe.
Now, if you have health bars floating before your head, or see lots of food lying around everywhere but noone ever eating it in order to survive, you'll stop and think "Wait, something isn't right here", and you're reminded of the fact that it's all just a game.
This is the lack of suspension of disbelief. This is disbelief. This is thinking on a meta-level, about the game, not within the game. This results in the player making decisions that the character wouldn't.
You see two swords. One is better than the other. So you pick the better one.
For some people, this might work. But others are more logically thinking and wish to be immersed. And those have a problem. They suddenly stop and realise: Wait, why the hell did I know which one was better even though the only difference is in the magic effects of these swords which I couldn't possibly have known by just looking at them?
And at this point the thinking player thinks ABOUT the game. And as soon as he does that, he isn't WITHIN the game anymore.
What we, who want more realism, actually ask for is not extra challenge or the joys of going to toilet. We want the game to work in a way that leaves as little opportunities as possible to realise that it is a game. We don't want to be constantly thrown out of our immersion by realising that something's wrong. You play for a day, go to the tavern, and think about getting a bed - then you realize you don't actually need to sleep because it is a game - and boom, your immersion is gone.
Let me take one game as an example for great immersion: Amnesia. There's very few HUD elements, you can do almost nothing but running or hiding, and the damage model is realistic in the sense that you're easily killed. Of course, there's monsters and [censored], but that's part of the game world and explained by lore (which is why the term realism is unsuited to describe this). This game is immensely immersive because you completely forget that it's just a game. Many players get so scared that they have to stop playing because it gets too real. That is excellent game design. Imagine Amnesia with health bars floating around, a minimap to show where the next 'quest item' is, or [censored] like that. That just takes away from the immersion, even if it'd make the game more easily playable. Now, the events in that game all happen in a very short time span. That game doesn't simulate a world that has to work for months. It doesn't matter that the candles never burn down, because for them to do so it'd take hours which you never spend in a room anyway. It doesn't matter that you don't need to eat, because your character wouldn't think of eating and there isn't a situation in which eating would make much sense.
But in an open world RPG, you will inevitably come to think about these things. You'll see an apple on a table and you'll come to think of how you haven't eaten in 10 game days. And at that point, your immersion is gone and you're out of the game. That is, if you're someone who actually cares about immersion to a large degree. Like me, or others demanding a realistic mode.
Which means the best option for Bethesda (assuming the customer is their main interest, not profit, which is obviously wrong): Have as many options in the settings as possible for all of these aspects so the player can decide whether he wants a game that's fun, or just a well told story without much of a challenge, or a believable, although more dangerous and perhaps annoying (need to sleep etc) world.