Realism

Post » Wed Sep 01, 2010 9:20 pm

As for camera shifts and music, I can't really imagine how hunger would be portrayed in that sense. I suppose your character could behave in a slightly different manner, but this is being a RPG, some would feel that you as "the character" should be in control and "the character" not suddenly have a mind of his own by behaving in a certain manner.


I'm sure you realize i was alluding to the paradign of evoking emotions through audio and visual cues and not trying to advocate changing the soundtrack pace or having the camera sway anytime your character feels hungry. But you may have hit the nail, accidentally: hunger, thirst and fatigue are involuntary responses. You really cannot be in control of them.
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Marcin Tomkow
 
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Post » Wed Sep 01, 2010 2:25 pm

Your character is feeling cramps.

You should find an outhouse and rest.

Your character has lost control of his bodily functions.

You become stunned.

A goblin stabs you from behind.

You die, how embarrassing.

*******************************

Now, think about the above. If anyone here played New Vegas they would know that the 'hardcoe' Food/Drink bit didn't feel real at all. They were just annoying indicators that could have been anything; such as "you've been poisoned, take an antidote; you're feeling tired, take a caffeine pill; you're bleeding badly, find a bandage". Those are great and all, but they don't IMMERSE you into the world. If anything they feel like annoying stat messages you would get while playing an MMORPG. All they do is put you in situations where you're out and about having fun in a dungeon or the wilderness and oops; you've run out of food. Guess you have to put your adventure on hold and fast travel back to town. What if you're the roleplaying type though? You probably hate fast travel. Well, enjoy the walk! (Most people that are asking for food/water deprivation are roleplayers, why else would they want annoying indicators?).

The thing is, for food/water to work right the time system would need to be altered to be slower. Time just passes too quickly in The Elder Scrolls. You'll be stuffing yourself silly all day and the more heavily armored characters will have to carry around more useless junk.

No, I say from a gameplay standpoint food/water deprivation brings nothing fun to gameplay, only annoyance. And considering you're already able to eat food and pretend that your character was hungry, I don't think it's important enough to take the time to implement this time around.

Food and drink are good enough as stat restoratives and fatigue/health restoratives.

Edit: That said, a mod will add it for sure. Why make the devs do it when a player will? Just wait for the mod and you can eat and poop in game all you want.
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Alkira rose Nankivell
 
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Post » Wed Sep 01, 2010 4:12 pm

I disagree because user interfaces are exactly what helps you identify with your character and his situation. In a pen-and-paper session of D&D, the dungeon master doesn't whap you upside the head to immerse you in the feeling that your character is injured. He only tells you, and there is nothing anti-immersive about it. You have a character sheet, a pencil, and a pile of dice in front of you, and a friend telling you what is happening to and around your character. Add in your imagination, and that is all that is required for immersion.


A number of the people arguing for more "immersion" features say that they need the game to do more for them, because their imagination isn't enough.

Other "immersion" threads (in this, and other forums) have argued to remove as much of the UI as possible (or make it invisible) because all that stuff on the screen "reminds them it's a game".

Many different opinions floating around.



(Also, in the case of the pen-and-paper RPG example you gave..... there's some difference between the GM saying "You're hungry. Eat something." or going off into some florid & theatrical speech about hunger pangs, weakness, etc.... not that I'd want too much of that second example, personally. :) )
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SWagg KId
 
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Post » Thu Sep 02, 2010 12:04 am

The thing is, for food/water to work right the time system would need to be altered to be slower.


Bingo!
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Juliet
 
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Post » Wed Sep 01, 2010 10:25 am

Bingo!


Which comes with consequences of it's own.

If the time is too slowly paced, you'll never see the world change around you. Which would svck. You'd have to manually alter the world yourself.

I'd say it's fine as is..
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electro_fantics
 
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Post » Wed Sep 01, 2010 10:39 pm

I disagree because user interfaces are exactly what helps you identify with your character and his situation. In a pen-and-paper session of D&D, the dungeon master doesn't whap you upside the head to immerse you in the feeling that your character is injured. He only tells you, and there is nothing anti-immersive about it. You have a character sheet, a pencil, and a pile of dice in front of you, and a friend telling you what is happening to and around your character. Add in your imagination, and that is all that is required for immersion.

Hearing our stomachs rumbling would be a nice touch for indicating hunger. Having the screen temporarily dim, and finding our character climbing back up from the ground afterward, might be an entertaining way to let us know that the poor guy needs some rest. The traditional health and fatigue bars are also good, though maybe not as enjoyable, ways to let us know our character is in poor shape.

I am not quite sure how to interpret your initial argument without having to put words in your mouth, but I'm going to try and respond to this. It would seem that you are comparing a tabletop RPG to a videogame RPG and hypothesizing that a DM in a tabletop game will not physically harm you in real life to immerse you, he will inform you of the state of your character.

I never suggested that players were to act out their actions in-game in a real life setting, that is simply absurd even if it may be immersive. But let us imagine that the dungeon master in this case is informing you that your hunger level has dropped to a critical state and you need to consume something in order to survive. How the dungeon master goes about informing you of this may assist you in your immersion. Instead of simply saying "Dinrauko, you're hungry now, eat something ya newb" he might choose his wording more creatively like "[Dinrauko's characters' name]'s rumbles slighly, hinting at his hunger" or something like that. What I'm basically saying is how the idea of your characters' hunger is suggested to you may be improved, and I do still find the idea of a machine designed to tell me that I have become malnourished to be quite moronic and does indeed destroy the immersion for me.
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RAww DInsaww
 
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Post » Wed Sep 01, 2010 4:29 pm

. What I'm basically saying is how the idea of your characters' hunger is suggested to you may be improved, and I do still find the idea of a machine designed to tell me that I have become malnourished to be quite moronic and does indeed destroy the immersion for me.


Guess i have to chime in...

Let me see if I got it right. You're saying no matter how good and creative the conveying is you will always find it moronic?

What is fundamentally different between a health bar - the computer informing you how high your health is - , a stamina bar - the computer informing you how high your stamina is - and some other device that lets you know you have reached a critical level in malnutrition?

One can find moronic undertones everywhere, if one wishes so.
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BEl J
 
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Post » Wed Sep 01, 2010 10:39 pm

Guess i have to chime in...

Let me see if I got it right. You're saying no matter how good and creative the conveying is you will always find it moronic?

What is fundamentally different between a health bar - the computer informing you how high your health is - , a stamina bar - the computer informing you how high your stamina is - and some other device that lets you know you have reached a critical level in malnutrition?

One can find moronic undertones everywhere, if one wishes so.


By "device", he meant the Pip-Boy. And that having his FO:NV character be so dumb that he needs to be told he's hungry by the medical-monitor attached to his wrist (instead of, say, noticing he's hungry) seemed moronic to him.

i.e, it seems "un-immersive" for his character to not notice he's hungry until he's told it by an in-game electronic device.
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Kevin Jay
 
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Post » Wed Sep 01, 2010 1:34 pm

By "device", he meant the Pip-Boy. And that having his FO:NV character be so dumb that he needs to be told he's hungry by the medical-monitor attached to his wrist (instead of, say, noticing he's hungry) seemed moronic to him.

i.e, it seems "un-immersive" for his character to not notice he's hungry until he's told it by an in-game electronic device.


If you're right, and you could wellbe, then there would be no problem having a ?Hunger bar? just like a stamina bar. When it'd reach a critical low point, the undesirable effects would take place.

In what way is this fundamentally different from the orthodox health/stamina bars?
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Jennifer Rose
 
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Post » Wed Sep 01, 2010 7:56 pm

I have never proclaimed to have any beef with a "food-bar". But now that you mention it I imagine it would sink very slowly and the bar would quickly blend into the background as opposed to the health and fatigue bar which users might be more inclined to monitor as they empty relatively much much more frequently and situationally. Basically I think the player would be much more aware of fatigue and health and the hunger bar might empty without you ever even noticing it.
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*Chloe*
 
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Post » Wed Sep 01, 2010 2:10 pm

Actually, a hunger bar, which would start out green and gradually diminish over about a day or so, would be better than the "alarm clock" method, where you get a pop-up warning that you're suddenly hungry. You could tell at a glance what your situation was, and deal with it at your leisure, rather than as a sudden interruption and distraction in the middle of a fight.

Ideally, we could have a green "food" bar shrink over time, until it vanished completely and was replaced by a gradually growing red "hunger" bar, which would indicate "minor inconvenience" penalites to health, fatigue, and magicka regeneration. From there, it should take several more days (at least a week) to max out and cause more serious problems. Of course, the whole thing should be an OPTION, because a lot of players just don't want the added hassle, or are just playing to run around and kill stuff.

I don't think that "needs" should be an issue in an "urbanized" game, but when you're out on extended forays into the wilds, with no place to just drop in and buy something to snack on, it really should be a consideration. Playing a "hunter" character would be pretty pointless without that motivation to drive you.
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Alexandra Louise Taylor
 
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Post » Wed Sep 01, 2010 10:19 am

No food bar is needed, No health or fatigue bar either.

Shader effects is the way to go imo. The more pain you feel, the more red the edges of the screen get (near death your screen would be all dark red). The more exhaustion or fear you feel, the more blurry and pulsating the edges (or in severe cases, like when drowning all) of the screen would get. Hunger and thirst could also have their own little effects that grow overtime.

This means: If you feel [censored], your screen will be full of stuff. That'd be annoying; just like being hungry, injured and exhausted in real life also simply makes you feel bad. You'd naturally would want to get rid of these things.

If you're only a bit hungry and slightly exhausted, only the very edges of the screen might be a bit dark and blurry. You'd feel slightly uncomfortable with that, just like you'd feel slightly uncomfortable in real life, but you can ignore it, just like you can ignore slight hunger and exhaustion in real life. It would barely limit your battle effectivity.

So, in a town, with no fights going on or anything, you'd probably instantly be able to get rid of any such effect, given you have enough money for a nice and warm place to sleep and plenty of good food.

When you're travelling in the wilderness, it'll never go away completely because you'll always be a bit uncomfortable, it'll be cold and you might not have much to eat (or only stuff that doesn't taste well and doesn't get rid of the hunger feeling entirely, even though you will not die from hunger as long as you have it). You'd adapt to the slight blur/darkness at the edge of the screen and live with it - you'd feel a bit uncomfortable, as I said, but you'd be alright. You'd still be glad when you reach a tavern and can eat and sleep well to get rid of these effects entirely for an evening and half of the next day (or longer, if you don't leave in the morning).

When you've got an arrow stuck in your shoulder, haven't eaten for two days because you were stuck in a dungeon, haven't had time to sleep and were constantly running from some monster, you'd feel [censored] in real life, and so you would in game. Your screen would be dark and blurry and you'd be happy when you finally at least find an apple so a bit of it goes away.

This is a good way, imo, to translate feelings. You turn pain, hunger, thirst and exhaustion into annoyance and then put it upon the player. Thus, the player might not directly feel pain, hunger etc., but he'd feel something undesireable that he'd want to get rid of, so the effect is the same.

A bar is too easy to ignore and hurts immersion. Numbers and bars and stuff always throw me out of the world, telling me "Hey mate, this is a game." I don't want to know about how this is a game, I want immersion!
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Jonny
 
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Post » Wed Sep 01, 2010 2:06 pm

I want immersion!


A friend of mine once said
?You want immersion??

?Get into the bathtub?

Seriously, i'm not tto keen of shader-listic hunger depicting. But it's worth exploring the idea.
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Queen
 
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Post » Wed Sep 01, 2010 10:57 pm

Personally, I'm a numbers guy. Stats, skills, percentages, bars....... yay, numbers and feedback! :D
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Laura Elizabeth
 
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Post » Wed Sep 01, 2010 9:14 am

The problem that was alluded to with realism mods like hunger mods is that in a world (such as Tamriel) where time is quite rapidly sped up, you have to eat far too often. Not only are you eating 3 square meals a day, but your day is cycled in a few real hours. So then the process starts over again.

But where in the world did the idea come in that people need 3 meals a day in the first place? The military industrial complex said "We guarantee 3 squares a day and a cot" .... and sometimes don't even keep the cot, but you still get your 3 square meals. Why? The human body doesn't need that much food every day. We need less calories, and that comes from eating fewer meals or smaller portions. We should be eating breakfast, and then we should be eating about 2-3 pm, and then eating a snack (fruit etc) after 6. This is the reason so many of us are fat.

A little off the subject, sorry. So anyway, the whole debacle would be solved by spreading out when you need food to only once per day. Or twice, if just snacking. And we don't need any annoying messages. When we get hungry, our belly rumbles, and the character automatically finds the most nourishing food available and eats it without any input from us. A person with food in their inventory has no need to go hungry simply because they find opening an interface to click on it too tedious. Let the lazy person's character automatically eat the food for them. Now, if you HAVE no food, then you'll have to go hunting. Let the hunger pains just be a warning that you'll need food by tomorrow. You'll then have several in-game hours to find some food to eat. If you don't eat in 25-30 days, then you die. But until then, you just hear a few growlings once or twice a day. Case closed.

Why does this need to be so complicated? I don't see the problem. You include it for immersion, and let those who want to manage it can do so, but those who don't want to ... then it pretty much just manages itself for the most part.
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Scared humanity
 
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Post » Wed Sep 01, 2010 8:22 pm

All I want is food to be a factor. It can be towned down to suit the faster world, like one meal a day that is eaten faster than eating'd take in real life. But I do want hunger to influence my actions.

I'm strictly opposing my character finding his own food in the inventory, though. Maybe I bought a specific meal for home decoration, or I roleplay a character who doesn't eat certain things but has to carry them for one reason or another (be it only for selling it). I do not, ever, want my character to do anything I did not at least press a button for. I hate not being in control of my character. It's MY character, and if I want to stay hungry for a while and keep my rations until I need them, or to give them to someone else, then let me.

Sound cues are a good idea btw. Less intrusive than a shader, at least as long as the characters hunger is bearable that'd be a good way to simulate it. Slightly annoying, enough to make the player want to get rid of it, but not enough to disturb the gameflow.
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TRIsha FEnnesse
 
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Post » Wed Sep 01, 2010 12:03 pm

I like realistic physics, graphics, and gore. When I'm stabbing a bandit with a sword, I want it to be as brutally realistic as possible. However, I'd rather not have to drink, eat, sleep, etc. I want whatever realistic elements that builds immersion but doesn't get in the way of gameplay. I'm playing a game to have fun, not to simulate human needs. A hardcoe mode would be awesome. I would probably turn it on and off here and there if I'm not in a rush, but I'd rather not allow it to get in the way and become a tedious chore. I don't want my character's teeth rotting out because it would be more realistic. That's just silly.
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Emily Shackleton
 
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Post » Wed Sep 01, 2010 3:02 pm

You can't indicate hunger with shaders and sound effects.
I don't know about you, but I tend to see just as well, when I'm hungry, than when I'm full. Sound effects only annoy the person. Annoyance is not immersion, you don't eat because your character is hunrgy, you eat because you want the annoying sound to disappear. True immersion would be to recreate the feeling of hunger which is pretty much impossible, unless you can plug in your stomach or something.
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Sebrina Johnstone
 
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Post » Wed Sep 01, 2010 6:23 pm

Sound cues are a good idea btw. .


Your stomach could gurgle, growl and snort.

:drool:
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Jonathan Braz
 
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Post » Wed Sep 01, 2010 7:28 pm

If you want immersion, go to bed for 6-8 hours, and 2-3 times a day, drink water or a restore fatigue potion called water, No jugging healing potions, pretend to poop, etc. You don't need a game mechanic to force one to do those things.

I would argue that the user interface telling you that your character is hungry does not help you identify with the character or his situation.
In New Vegas, you never really feel it, see it, or sense it in any other way than through the user interface telling you, and being quite literally "told" by your pip-boy that you are hungry instead of having an actual immersive game experience where you interpret your characters' hunger through sensing it from his behavior or composure, or some other way that even I haven't thought of.

This might be a strange argument but I'll give it a go.

I would argue that eating food is to some extent instinctive. You feel hungry, you try to find something to eat.
Some people on the forums have said that eating is very important, much like dodging a strike directed at your character. Well how is it that I am never told when to dodge a strike. It is simply because know how to do that (even as a player it is instinctive), if I was told "Uh-Oh! You better dodge now!" Before being hit I would find that to be annoying, and even feel like I wasn't really "in" the game when that message popped up.

Now, you spotting your characters' hunger without any aid of the user interface will be very hard, your characters breath might smell worse if he hadn't eaten in a while or you might hear his stomach growling. That might be a way of spotting hunger in-game without it really pulling you away from the game. But other than that, you would almost need to medically examine your character to see any signs of hunger manifesting physically.

In fallout New Vegas that message is sent out by your pip-boy that constantly monitors the state of your body and tells you when you're hungry. In real life such a message would not be needed, you instinctively know that you are hungry when you are. For obvious reasons you will not have a pip-boy in the elder scrolls, and the invention of a hunger-monitoring device or magic would seem quite redundant in a world like Tamriel. I would however think that having your stomach growling in-game would be rather amusing, especially when sneaking your stomach would growl and expose you to enemies in a cave. This is something that might realistically happen, and I think this would be the only actual way of implementing it without making it "pull you out of the game" so to speak.

However I don't think dieing from hunger is ever really funny or immersive, and I find the idea of dieing from hunger when your inventory is full of food to be quite simply idiotic. Of course you can blame that on the player not paying attention, but I can't personally feel the NEED to eat and I don't feel the imminent consequences of not eating properly.

Edit: So basically what I am saying is that I'm fine with realism as long as it's realistic realism.

You two just read stuff below.
This is a split question. In terms of game mechanics, I love tons of realism. That's why I always download the Food mods, Hunger Mods, Thirst Mods, Sleep Mods, etc ... because Bethesda included thousands of items to discover in the game that are essentially worthless in terms of monetary value, and I hate finding all of that crap when there is no use for it in the game. However, a bedroll becomes important when you need to sleep. A frying pan becomes important when you must cook your food to eat. Apples and small fruits and vegetables become important when you're hungry but don't want to cook something just at that moment. All that luxurious food added to the shops and stores now has a purpose in the game. I love it when everything has a purpose, so I need those REALISM mods to give everything a reason to be there.

Edit:
To all those who don't want HC mode.
People, don't be egoistic and think of how that mod is optional and is not forced on you.
It could make many people happy so don't just talk trash about it only because you won't use it.

Also, everyone is making too big of complication and philosophy out of this.
Why should there be 3 meals a day?
Who ever said that human must eat 3 times a day?
I get with one meal a day perfectly fine for example (witch is maybe a reason why I am not a fatass like lots of people).
Also, there are ways to improve hunger, thirst and sleep need while in the game.
Hunger could make stomach growling noises, thirst could make small dizzy effects on the screen and sleep could do small blur effects on of the screen.
At start you will have no penalty, but as the time goes, you will start to get penalties like loss of fatigue and some attributes and eventually to your health starting to drain and you die.
Still, serious penalties like major fatigue and attribute losses and shouldn't happen until some time passes by.
One week without drink should cause death, four weeks without food should cause death and if you go without sleep for a week, you will fall on the ground and sleep for 12 hours or so.
By getting those penalties little by little, you will notice something is wrong with your character and have enough time to fix the problem (if you can't get your character to drink a thing in a week, then you really deserve to die).
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luis dejesus
 
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Post » Thu Sep 02, 2010 12:03 am

Also, everyone is making too big of complication and philosophy out of this.
Because there are plenty of us who prefer to not micromanage and have a game force us to say "eat now, or die/penalty/etc." I dunno about you guys, but I found HC mode in NV to be more of a micromanaging pain than exploring and having fun. I can ignore this whole "realism" stuff, if it was optional. But at some point, this whole argument of realism vs. believability eventually goes from food/water/sleep to odd extremes for the sake of "realism" instead of what is fun.

Solving puzzles, exploring, fighting, and guesting, fun. Making sure you don't die of dehydration while wandering around Skyrim, tedious chore, especially when planning a trip outside of civilization.
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Dorian Cozens
 
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Post » Wed Sep 01, 2010 12:51 pm

It should say this in the instruction manual :
"Your inventory is where you will find all the items you have equipped, or are carrying. Here you will find armour ,weapons, alchemy ingredients, potions, gems, and everything else you buy or find on your travels.
It is assumed you are carrying, or can easily find, food and water sufficient to sustain your body, so these are not figured into your inventory, believe me this will become cluttered enough during your adventures.
Also, as it is assumed your character is not stupid enough to starve or die of thirst, eating and drinking has been assumed, as a character only eating when the player remembers is not conducive to role playing. Besides, do you want to eat and drink at regular intervals, or forget such trivia and hunt dragons?"
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FITTAS
 
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Post » Wed Sep 01, 2010 8:15 am

Obviously depends whether your game is a simulator.

Burnout: realism would be rubbish.

Gran Turismo: lack of realism would be totally adverse to the point.
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Khamaji Taylor
 
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Post » Thu Sep 02, 2010 12:19 am

Something between "some realism" and "lots of realism".
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Strawberry
 
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Post » Wed Sep 01, 2010 4:47 pm

i've yet to see realism carried too far in a game, just badly implemented sometimes - mades guild vendors in oblivion being one example, they're open for like four hours a day, but they wander off all over the place, and the rest of the time it's just nope not for sale, which is dumb, and very irritating.

i was thrilled by hardcoe mode in NV but felt it wasn't realistic enough, sleep was especially lenient, i don't see the problem with a fatigue meter that drops over the course of forty eight hours or so, which affects your stats, and can be replenished with food and sleep.
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Charles Mckinna
 
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