this post was submitted on 24 Nov 2024
120 points (100.0% liked)

Gaming

30617 readers
225 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 2 years ago
MODERATORS
(page 2) 20 comments
sorted by: hot top controversial new old
[–] HelixDab2@lemm.ee 2 points 3 weeks ago (3 children)

It seems like it's absolutely possible to solve all of the unrealistic problems that exist in CRPGs. You could have a rational encumbrance system, where you can only have the armor you're wearing, minor supplies in a backpack, and everything else has to go on a pack horse. You could have realistic hit points, where a solid hit from an enemy with a sword meant very rapid death from blood loss or organ damage, hits on armor did nothing, you got physically tired quickly and had to actually rest to feel better (ever done HIIT training?, like that), and when you were exhausted you just collapsed and got stabbed to death. They could have realistic movement speeds, where trying to walk across a kingdom would take a month in real time.

But would it be fun? Would anyone want to play Medieval Minor Nobility Life Simulator?

[–] Kolanaki@yiffit.net 2 points 3 weeks ago* (last edited 3 weeks ago)

Some people do. And that game exists. My sister has been playing some MMO exactly like that.

I, too, like simulations. Though, I want to simulate fake shit so I don't know if that's quite the same because I totally understand the realism vs fun design aspects and I'm not necessarily looking for realistic but believable based on real physics. Dwarf Fortress is the only example of what I mean that I can offer.

load more comments (2 replies)
[–] NigelFrobisher@aussie.zone 1 points 3 weeks ago

Just have a game clock where each sidequest costs a certain amount of time units to complete, and then plot things happen when the clock hits the next threshold. Players would then have to figure out which quests they actually want to work on in the time they have. It’d keep the story moving and add replay value (by forcing shorter completion times, but you can’t do everything in one pass).

It could even be as basic as completing a quest moves you to the next day, and some of the quest markers and npcs have simply gone.

[–] 1SimpleTailor@startrek.website 1 points 3 weeks ago* (last edited 3 weeks ago)

One RPG that does a really great job of circumventing this is Morrowind. Early in the story there are several natural breaks where the PC is encouraged to do side quests and immurse themselves in the world. Once the main quest gets going it starts to take precedence, but the world ending threat builds slowly at first.

load more comments
view more: ‹ prev next ›