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Re: A KEY factor to consider in regards to immersion and gameplay
NorthbyNorth
Yesterday at 04:28 AM
You certainly have limited experience with old houses and generational homes.
My grandparents homes, 150-250 year old houses, were probably typical. Each of them had a big bowl with 20-30 unknown keys of different age and size. In each home there were also a couple of old containers or wardrobes with missing keys, and an occasional severely damaged chest that had experience an attempt to bypass a missing key lock.
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Re: Will this game FINALLY take world simulation to the next level?
NorthbyNorth
Yesterday at 04:14 AM
The problem with game design is often that there are features suggested that for example "add immersion" that create a lot of additional work and waste a lot of limited resources, but dont actually improve the game as a game.
Full simulation of a city is one of those. A shopkeeper who is open 24/7 and never moves from their spot may not be realistic, but its hella convenient for the player. I totally agree! It is possible to make a very realistic game. Day and night cycle, complex scheduling of NPCs, weather with consequences, very tough resource management, realisticly constrained time, very limited capability growth during the game etc. A treat for a small group of players, but I bet a lot on a big turnoff for the vast majority
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