I'll accept any other realism, save bathing, sleeping, eating, and drinking, Really, they don't need to be in any games period.
What Lost Dragon replied to this above just reminded me of something... I assume that if you don't like eating and drinking in games, you'd be totally against... the consequences of these actions... being present in the game as well.
And yet one of the funnest surprises in Duke Nukem 3D (a really fun, fun FPS game which I still play all these years later) was walking into the bathroom on the first movie theater map, killing the enemies (of course), checking myself out in the mirror, and then-- just for a goof, I didn't expect anything to actually happen-- attempting to use the urinal. Mostly because, let's face it, you don't often see urinals in games, so I figured what the heck.
Imagine my surprise when I heard "... aaah...!" and got a few points of health back (since relieving your bladder does make you feel better). Naturally you couldn't do it more than once at a time, which was also cool, and it really made me laugh out loud that the devs had thought to do that.
I guess that was my first experience of how 'realism' in a game can be both fun and functional. Then, of course, eventually I played Morrowind, added NoM (Necessities of Morrowind) to it, and I was sold for life... NoM is really the greatest 'realism' mod ever, but then Morrowind is much closer to a 'real' RPG in the sense that you can happily laze around your house baking pies for a day or two with much more of a feeling that you're 'living your life' rather than 'wasting time'. 'Realism' in these more action-oriented RPGs is less of an easy fit, but helps somewhat by 'forcing' strategic thinking into the mix if you're not as interested in pure action as such.
Of course, we have never defined 'realism' in the context of this thread, or indeed 'fun', but clearly the activities I find endlessly tedious (enter a location, kill all the enemies with relative ease, head back to town, sell loot, rinse and repeat) are not so in your opinion. That's fine, of course, but I do not play a putative RPG to enter locations, kill all the enemies with relative ease, head back to town, sell loot, rinse and repeat over and over-- OK, not completely true, but the games like that were 8-bit for the NES. Fun for what they were, but in 2007 the days of me essentially exiting town, going a couple of cells away and killing slimes, heading back to town to buy a couple health potions while trying to save enough money to get a bit of decent armor, and rinse and repeat until my eyes cross are supposed to be over. In a 'free-roaming' RPG with a whole world around it should contain something like an interesting variation on the theme-- and something to do that's somewhat entertaining-- but there isn't, really, in the stock game.
For myself, the only reason I participate in 'action' in an RPG at all is to
advance the story. I don't care about 'loot' (except insofar as I need to exchange it for money sometimes, and on occasion there's something useful to protect me to be found). I certainly don't care about the 'body count' as such beyond the question of whether an area is clear or not. If I have to participate in 'action', which I already find annoying and stressful, and especially if I have to participate in so much action as an 'action RPG' requires, it danged well better be interesting-- and interesting to me means 'strategy'. This comes more naturally to party-based RPGs, of course, so the fact that it's just me (OK and maybe Dogmeat or one of the other companions, but you can't control them, so stragegizing their actions doesn't come into play) is a limitation. As well as the fact that the game is so 'player wins'-centric that there's no real strategy needed for me to succeed, which is not only boring, but allows me to proceed through the game far too fast.
Having to take into account that there are
outside factors that I must plan around in order to succeed 1) slows things down to a pace that I'm more comfortable with, and 2) gives me something that I find interesting to do with all that extra time.
But of course, that's just me-- I would be interested to know (since you've never said), what precisely makes this game 'fun' for you, to the extent that the concept of adding eating, sleeping, etc, to it falls completely outside any idea of 'fun' that you can conceive. In other words, your question back at 'cha, in reverse. If you're asking us to explain why we like realism mods in some detail, you ought to return the favor and explain what it is precisely that rubs you so the wrong way
.