Quote:Original post by WavinatorRealism and Immersion are not the same thing. A player is perfectly capable of being immersed in an extremely unrealistic game.
I'm far more a fan of deep, complex gameplay than I am immersive gameplay. I think those who advocate realism forget how tedious realism actual is (try playing a flight sim without combat as an example).
The key element to immersion, as I mentioned before, is consistency not realism.
Quote:I don't think the wait function cuts it. Waiting for merchants to regenerate cash in Morrowind was a lame solution to what I think is often a core design flaw in most RPGs: You want the player to feel like they're progressing, and so you give them more and more money/gold/etc. But they have to have something to put it into, so you have to give them things to buy which rise in price. Unchecked, this leads to the 50,000 battle helmet nobody but some guy in the boonies can afford to buy.The wait function was not designed for the purpose of getting more cash on vendors. It worked for that purpose, but that's not what it was for.
This is a basic problem of unchecked growth. But rather than addressing that problem, we get "Wait."
You are correct in mentioning the true source of the issue, a design flaw, but don't blame the wrench for being inefficient tool at driving nails.
Quote:I don't mind having day and night cycles when it creates a tactical difference in the map. In the old Daggerfall it was a thrill to come into a town at night for the first time and realize that the normally peaceful city was now teaming with guards fighting brigands. But doing it because it's "realistic" only makes me fear that line of reasoning down the road (what's next, finding an appropriate bush to fertilize in the wild because you need to go???? It fits the same argument!)*disbelief*
This line of reasoning is simply absurd!
Just because it's funny to see your friend trip and fall doesn't mean you're going to shove him off a cliff.