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I've been making a visual novel game where the Player Character can get hungry, thirsty, has energy and also needs to go to the toilet, has sanity, has cleanliness, has life, has money, has a reputation in the school he visits, has a "Love-Meter" with his relationship parterpartner (for now), strength, intelligence and the list goes on and on.....

But now I think too much of those things would rather "bother" the player thenthan add fun.

But then I also think a lot of survival games have those things and it's a lot of fun to ... keep those numbers up and survive or get punished.

Now I'm struggling with the balance between making "too much" and "too few".

So maybe one experienced Game Designer here has a good answer for this problem. How much "real life" immersion is good?

I've been making a visual novel game where the Player Character can get hungry, thirsty, has energy and also needs to go to the toilet, has sanity, has cleanliness, has life, has money, has a reputation in the school he visits, has a "Love-Meter" with his relationship parter (for now), strength, intelligence and the list goes on and on.....

But now I think too much of those things would rather "bother" the player then add fun.

But then I also think a lot of survival games have those things and it's a lot of fun to ... keep those numbers up and survive or get punished.

Now I'm struggling with the balance between making "too much" and "too few".

So maybe one experienced Game Designer here has a good answer for this problem. How much "real life" immersion is good?

I've been making a visual novel game where the Player Character can get hungry, thirsty, has energy and also needs to go to the toilet, has sanity, has cleanliness, has life, has money, has a reputation in the school he visits, has a "Love-Meter" with his relationship partner (for now), strength, intelligence and the list goes on and on.....

But now I think too much of those things would rather "bother" the player than add fun.

But then I also think a lot of survival games have those things and it's a lot of fun to keep those numbers up and survive or get punished.

Now I'm struggling with the balance between making "too much" and "too few".

So maybe one experienced Game Designer here has a good answer for this problem. How much "real life" immersion is good?

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Game Design:How How much "real life" immersion is good?

IveI've been making a visual novel game where the Player Character can get Hungry Thirsty hungry, thirsty, has Energyenergy and also needs to go to the Toilettoilet, has Sanitysanity, Has Cleanliness has cleanliness,Has Life has life, Has Moneyhas money, Hashas a Reputationreputation in the Schoolschool he goesvisits, Hashas a "Love-Meter" with his Relationsship Parterrelationship parter (for now), Strength strength, Intelligenceintelligence and the list goes on and on.....

But now I think too much of those things would rather "bother" the player then add fun.

But then I also think a lot of survival Games hasgames have those things and itsit's a lot of fun to ... keep those numbers up and survive or get punished.

Now imI'm struggling with the balance between making "too much" and "too less"few".

So maybe one experienced Game Designer here has a good answer for this problem. How much "real life" immersion is good?

Game Design:How much "real life" immersion is good?

Ive been making a visual novel game where the Player Character can get Hungry Thirsty , has Energy and also needs to go to the Toilet, has Sanity, Has Cleanliness ,Has Life, Has Money, Has a Reputation in the School he goes, Has "Love-Meter" with his Relationsship Parter (for now), Strength , Intelligence the list goes on and on.....

But now I think too much of those things would rather "bother" the player then add fun.

But then I also think a lot of survival Games has those things and its a lot of fun to ... keep those numbers up and survive or get punished.

Now im struggling with the balance between making "too much" and "too less".

So maybe one experienced Game Designer here has a good answer for this problem

How much "real life" immersion is good?

I've been making a visual novel game where the Player Character can get hungry, thirsty, has energy and also needs to go to the toilet, has sanity, has cleanliness, has life, has money, has a reputation in the school he visits, has a "Love-Meter" with his relationship parter (for now), strength, intelligence and the list goes on and on.....

But now I think too much of those things would rather "bother" the player then add fun.

But then I also think a lot of survival games have those things and it's a lot of fun to ... keep those numbers up and survive or get punished.

Now I'm struggling with the balance between making "too much" and "too few".

So maybe one experienced Game Designer here has a good answer for this problem. How much "real life" immersion is good?

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Game Design:How much "real life" immersion is good?

Ive been making a visual novel game where the Player Character can get Hungry Thirsty , has Energy and also needs to go to the Toilet, has Sanity, Has Cleanliness ,Has Life, Has Money, Has a Reputation in the School he goes, Has "Love-Meter" with his Relationsship Parter (for now), Strength , Intelligence the list goes on and on.....

But now I think too much of those things would rather "bother" the player then add fun.

But then I also think a lot of survival Games has those things and its a lot of fun to ... keep those numbers up and survive or get punished.

Now im struggling with the balance between making "too much" and "too less".

So maybe one experienced Game Designer here has a good answer for this problem