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Peter
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In game design, Realism is a tool, not a goal.

Realism serves multiple purposes:

  • Intuitive design. E.g. No need to explain that: drink more -> more going to the toilet
  • Humor. Reality sets expectations, which can be exploited for humor. E.g. break the 4th wall.
  • Advertisement. Many players are excited by the idea of simulating something. E.g. Kerbal.
  • Educational, similar to the above. Some players and many parents/teachers are excited by games that promise to teach something. E.g. Kerbal.

If I have to mention just one thing about realism that people hateplayers don't respond well to, it is excessive negative repercussions for events/actions outside of the player's control - imagine a 3D shooter where occasionally the player gets a heart attack and needs to start over from the beginning.

In game design, Realism is a tool, not a goal.

Realism serves multiple purposes:

  • Intuitive design. E.g. No need to explain that: drink more -> more going to the toilet
  • Humor. Reality sets expectations, which can be exploited for humor. E.g. break the 4th wall.
  • Advertisement. Many players are excited by the idea of simulating something. E.g. Kerbal.
  • Educational, similar to the above. Some players and many parents/teachers are excited by games that promise to teach something. E.g. Kerbal.

If I have to mention just one thing about realism that people hate, it is excessive negative repercussions for events/actions outside of the player's control - imagine a 3D shooter where occasionally the player gets a heart attack and needs to start over from the beginning.

In game design, Realism is a tool, not a goal.

Realism serves multiple purposes:

  • Intuitive design. E.g. No need to explain that: drink more -> more going to the toilet
  • Humor. Reality sets expectations, which can be exploited for humor. E.g. break the 4th wall.
  • Advertisement. Many players are excited by the idea of simulating something. E.g. Kerbal.
  • Educational, similar to the above. Some players and many parents/teachers are excited by games that promise to teach something. E.g. Kerbal.

If I have to mention just one thing about realism that players don't respond well to, it is excessive negative repercussions for events/actions outside of the player's control.

Source Link
Peter
  • 10k
  • 2
  • 33
  • 46

In game design, Realism is a tool, not a goal.

Realism serves multiple purposes:

  • Intuitive design. E.g. No need to explain that: drink more -> more going to the toilet
  • Humor. Reality sets expectations, which can be exploited for humor. E.g. break the 4th wall.
  • Advertisement. Many players are excited by the idea of simulating something. E.g. Kerbal.
  • Educational, similar to the above. Some players and many parents/teachers are excited by games that promise to teach something. E.g. Kerbal.

If I have to mention just one thing about realism that people hate, it is excessive negative repercussions for events/actions outside of the player's control - imagine a 3D shooter where occasionally the player gets a heart attack and needs to start over from the beginning.