Briosafreak
Lived Through the Heat Death
In this thread here at NMA Damien "Puuk" Foletto brought a few ideas on a few Jeff Husges posts we`ve talked about earlier, about the possibility of the Player Character beeing disarmed by a Non-Player Character and the consequences in gameplay:
<blockquote>Another compromise might be that the PC's disarmed weapon immediatly drops back into the PC's inventory. That would eliminate the need for the player to remember to retrieve their weapon. It also gives the player the chance to go back into inventory during combat (at a higher AP cost like in the previous games), instead of having to hunt around on the ground for their fav weapon.</blockquote>
So i`ve asked him this:
<blockquote>I`m all for it, but wouldn`t people think it would go a bit too far in breaking the immersion, the slight suspension of disbelief they are experincing in combat? Others could say "that`s not very realistic" too, even if i don`t use that argument myself.</blockquote>
So Damien "Puuk" Foletto replied this:
<blockquote>I see your point. My thing is this; if we do put something like I mentioned above, it would have to be tested to see if it does not take away from the fun. If it's better and more fun to have the weapon plop onto the ground instead of back into inventory, then that's what we'll do. Personally, I prefer fun over realism. I know you don't adhere to the "realism" thing, Bri, but my argument against the realism mantra is (hypothetically if we're working on a game like this ), "You play a character in a 1950's style interpretation of an apocalyptic future, your character can not only sustain multiple gunshot wounds, but also immediately mend himself with chems, and have a "magical" pocket that can hold a shit-load of different size guns and hundreds of rounds of ammo - not to mention that every creature that was exposed to radiation has become the size of an SUV, or humans exposed to just the right amount of radiation become a charismatic and entertaining ghoul.
Want realism? You die instantly after one shot to the chest or head. A wound to any other extremity causes you to die a lingering, slow death. You must eat several times per day and relieve your bladder and bowels several times per day as well. You cannot travel more than 20 miles in the hot, scorching desert before passing out from dehydration. There is a better than average chance your character will contract a flu virus of some kind and eventually drop dead because you can't get to medical aid in time. And finally, you can't save the world because you're not a super hero-chosen one guy. You're just an average guy with normal, human frailties."
Bottom line: Realism should only be used in a game if it adds to the fun factor, otherwise it's tedious.</blockquote>
Good fun discussion here on NMA.
<blockquote>Another compromise might be that the PC's disarmed weapon immediatly drops back into the PC's inventory. That would eliminate the need for the player to remember to retrieve their weapon. It also gives the player the chance to go back into inventory during combat (at a higher AP cost like in the previous games), instead of having to hunt around on the ground for their fav weapon.</blockquote>
So i`ve asked him this:
<blockquote>I`m all for it, but wouldn`t people think it would go a bit too far in breaking the immersion, the slight suspension of disbelief they are experincing in combat? Others could say "that`s not very realistic" too, even if i don`t use that argument myself.</blockquote>
So Damien "Puuk" Foletto replied this:
<blockquote>I see your point. My thing is this; if we do put something like I mentioned above, it would have to be tested to see if it does not take away from the fun. If it's better and more fun to have the weapon plop onto the ground instead of back into inventory, then that's what we'll do. Personally, I prefer fun over realism. I know you don't adhere to the "realism" thing, Bri, but my argument against the realism mantra is (hypothetically if we're working on a game like this ), "You play a character in a 1950's style interpretation of an apocalyptic future, your character can not only sustain multiple gunshot wounds, but also immediately mend himself with chems, and have a "magical" pocket that can hold a shit-load of different size guns and hundreds of rounds of ammo - not to mention that every creature that was exposed to radiation has become the size of an SUV, or humans exposed to just the right amount of radiation become a charismatic and entertaining ghoul.
Want realism? You die instantly after one shot to the chest or head. A wound to any other extremity causes you to die a lingering, slow death. You must eat several times per day and relieve your bladder and bowels several times per day as well. You cannot travel more than 20 miles in the hot, scorching desert before passing out from dehydration. There is a better than average chance your character will contract a flu virus of some kind and eventually drop dead because you can't get to medical aid in time. And finally, you can't save the world because you're not a super hero-chosen one guy. You're just an average guy with normal, human frailties."
Bottom line: Realism should only be used in a game if it adds to the fun factor, otherwise it's tedious.</blockquote>
Good fun discussion here on NMA.