That was just an example. He said it was a survival game, and I wasn't sure whether it was a zombie-survival or wilderness survival or something else.
Post-apocalyptic, kinda. Hard to really put the setting into a single term, it's rather complicated and there is 70 years of alternate history I'd need to cover first. I can say that most of European civilization has collapsed as the result of massive nuclear bombardment (in the '90s, mostly from the US) and the game takes place while the EU is trying to recover, what's left of the US is being forced the clean up its mess, and Russia is doing most of the US's job but also trying to annex the region. The game itself takes place in the Black Forest, a wooded mountainous region in south-western Germany, during the winter of 2015.
This region isn't real important to all of that, though. The player's main threats are the environment, various regions where the fallout has settled that haven't been cleaned up, the bizarre wild-life and their own slipping sanity.
My point was more, if the game is to have long-term gameplay, then you can't use an "illusion" that the player knows is an illusion, or it won't work well.
If the game is filled with zombies but no ghosts, and the player sees a ghost, the player knows (by already being experienced with the game) that ghost = illusion, and he just ignores the ghost because it can't harm him. The illusion (on the player) doesn't exist, because you might as well just make floating text say "ILLUSION" instead of a ghost.
That's wrong for a couple reasons.
1. You are assuming that ghosts are obvious, and they're not. All the ghosts present look like regular people when they're initially seen, and their behavioural differences are subtle. As there are regular NPCs in the game, and the only initial hint is that it's an NPC they've seen before (and there aren't any generic NPCs in the game), this makes it extremely likely they'll have no idea if the person they're seeing is a real person or not.
2. You keep assuming that an illusion can't affect you. That is not true. Their presence consistently has an impact on your character. Just because they can't inflict real damage doesn't mean that you can just ignore them. I already said this once.
But if the game is already filled with real zombies, then having an identical zombie appear as an illusion would actually trick the player, and the illusion would be effective. Same with having a tree appear behind you: Because there are other trees in the game, the player can't file away in his mind "tree = illusion", because 90% of the trees he encounters aren't illusions.
This kind of thing is done a lot. For instance, the densest pockets of radiation in the game give off a faint blue glow, and if you have a geiger counter (not hard to find) you'll be able to detect radiation from its ticking. Hallucinations can make you see a blue glow where there isn't one and hear ticking when your geiger counter isn't ticking. Most of your auditory hallucinations seem a lot like real things, as do visual ones.
But, if the game isn't a campaign game and is designed for replayability or long-term playing, if a ghost only appears during illusions, then 'ghosts = illusion', and can be dismissed by the player without changing the gameplay or affecting the player's actions. It might as well not exist (unless it is only ever used once, such as in a campaign). A ghost-illusion appearing in a game without ghost-enemies is as pointless as illusions changing the texture of a wall from a grey stone texture to a brown stone texture... after being encountered once, it can be ignored by the player, mentally filtered out, and no player-behavior or gameplay is affected. It adds nothing to the experience after the first encounter - and players are very very good at automatically filtering from their conscious data that they don't care about; like internet banner ads, 'seeing' them but not 'noticing' them until they choose to.
This game doesn't have a story or a campaign. Now we can stop talking about if it did.
Yes - which is why illusions, if they are to have long-term gameplay effects, must be able to be mistaken for the real thing in the game, which means the real thing must also be in the game (and be vastly more common than the illusion version). Or you just gain knowledge that, hey, ghosts can be ignored.
If the game doesn't have zombies, then a zombie-illusion is just as bad a choice as a ghost-illusion.
If the game already has ghosts-as-real-enemies, then a ghost-illusion is a good choice - because then it can actually be mistaken for the real enemy.
This wasn't really a good argument to begin with for a lot of reasons. One being that the hallucinations are not a constant thing and most players will have doubts until they happen multiple times. Another is that hallucinations seem very real, even when attacking you. This isn't something I made up, either. Schizophrenics, for instance, experience hallucinations with all of their senses, and can hallucinate pain and injury even when it doesn't exist. My ex, for instance, once heard a gunshot behind her (a real gunshot, but that's not the point) and suffered a flashback. She seriously believed she had been shot again when she very clearly hadn't, complete with shortness of breath, pain and bleeding. It took some convincing to get her to realize it wasn't real, and the pain still didn't go away for over an hour. Your character isn't necessarily a schizophrenic, but their hallucinations feel extremely real as well. Ignoring hallucinations, both in-game and in real life, is a BAD IDEA.
But it'd be nice to add some very very subtle hint that it is an illusion, so rewarding players who learn to be extra observant in your game. Like zombies who don't cast shadows must be an illusion, or zombies that are only a tiny smidgen bit transparent (97% opaque instead of 100% opaque).
There's one hint. Your perception highlights objects and gives them outlines, with your perception score determining the strength and range of this effect. Imaginary objects are not highlighted and are not given outlines. If a person you're looking at doesn't have an outline, and isn't a bit brighter than their surroundings would suggest, they are a figment of your imagination.
That's a very good point.
Makes me almost think of will-o-wisps, which would make for good illusions. Some game-real will-o-wisps could lead you to treasures, but an illusion-wisp could lead you into an ambush or just get you lost in the woods and then disappear (and up your hallucinations high enough so you get really disoriented).
I'm not putting in wisps. There's already plenty of deceitful illusions.