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Low sanity would not initiate 'pussification,' it would just simulate the effects of insanity.
I have first hand experience with several games that tout "Sanity" as a feature, and every single one of them short of Don't Starve, with the aforementioned call of cthulhu being the worst offender, have done it incorrectly and in such a way that not only clashes with realism but also hinders the experience of the game throughout.
Nothing annoyed me more then having to fight Dagon without being able to look at him because doing so would cause my character to suddenly fall to his knees gurgling to himself and cost me the game, as if not seeing the 'hideous' monster somehow made the situation better for him. Give me a break. They create this, for lack of a better term "awesome" creature, only to piss it away by forcing me not to look at it during the battle. Completely idiotic, unrealistic and annoying. Not fun in the slightest, and I can't see how this game could possibly implement it any better except by making it a shrug off nuisance that is of no consequence and therefore shouldn't exist in the first place. Being interrupted by pointless visions in the middle of fighting off cannibals is not my idea of realistic or fun and I gaurantee a hell of a lot more people will be flocking to these forums to agree rather then disagree with me once it's implemented if that's what it turns out to be. Cue subnautica all over again.
Interruption during combat seems a tad bit extreme. I could see that.. in a slower game. The combat as it stands is... fluid. Natives can come out of the woodwork as quickly as you can cut them down. Sometimes even faster. Starved mutants can go from hunting you like a rabbit to gouging each others eyes out. And that's just the cannibals. Throw in multiplayer and you have multiple PCs running around adding to the chaos. While yes it's in your favor, the game allows for PCs to hurt each other. One wrong throw of the molotov and you can burn off your friends bone armor. Act without thinking you can end up on the recieving end of a bomb that was meant for an armsy. Hell. You can hit yourself with your own traps if you don't pay enough attention.
While I do question the choice of adding sanity. I'm not going to throw it under the bus until I see what it is. I'm not going to be mad about what it could be before it is. Do I think it should be renamed to something like "Native level" or "Passiveness"? Yes. Because that's all I use it for. To measure how Native, or Aggressive I've been.
As for the realistic approach to how much time it takes to lose sanity.. let's remember. Not only, is our character able to craft himself numerous tools in a matter of seconds as long as he has the items in his bag, but apparently took inventory mangement classes from Doom. And can magically fuse and reshape logs in many cases without nails, or a saw to build Cabins, Tree Houses, Gazebo's and multiple traps. Soo.. yea. Realism tends to be inconsistent.
Sanity on the other hand is a whole different beast and only works with very specific game styles that allow for unique variables that aren't and more importantly shouldn't be possible in the forest. Take Don't Starve, which weaves a sanity meter into the very fabric of its story, it's far far more important then the players need for food and water all things considered. It also makes sense, adds to the story, doesn't impede but rather enhances gameplay and is more then just a nuisance to be fought off. But by consequence "The entire game was practically built around it."
Here in lies the problem, how can the forest implement a sanity mechanic in such a way as to neither become a nuisance nor its opposite inconsequential? Granted I have not sat down and contemplated it with any significance, but still. Name me one such way it could be implemented so that it provides all of the above sense and adds something interesting an refreshing to the game play? Passive bonuses like "your insanity makes you stronger but weakens you in such an such" do not make sense for this game and even if they did a sanity meter seems rather unnecessary to put them in. Neither do I think random visions would serve anyone well in the long run either because they're a gimmick like jump scares, once you've seen them all that's it. Then there's the worst outcome being that sanity is fatal.
I know nothing has happened yet, the problem is I can't see any good outcome coming from this.
Edit: Also nobody ever talks about the infinite bag/crafting. Haven't you read your gamer manual rule 543 :)?
As for going overboard. The Devs had to take out birds giving meat no? Because those idiots are extremely suicidal.
It'd be interesting if the sanity directly effects your ability to build effigies. If you want to talk about the realism of the game, why are we allowed to build effigies as soon as we stand up in the plane? Did the Native who took our son add that page for us? Another option might be to help expand the To-Do list since we the players don't influence it. The Devs (For story purposes) can add in tid-bits of character development in there. Lower sanity (High Desperation in this case) adds in tasks such as (Build an Effigy. Eat a Leader. Kill.) While a higher Sanity (Cool-headedness) would have something more akin to the guy saying "Running low on food. I better hunt." "Ran out of clean water."
On the other hand, they could also revise the Sanity effects in a way that balances out aggressive playstyles and passive playstyles. "A single death is a tragedy. A hundred is a statistic." Losing.. or lowering the penalty... of sanity debuffs when you consistently fight and slaughter cannibals rather then hiding away and playing the avoidance game with Natives. (Yes. You did say that before) But we might not figure out what Sanity actually does for awhile.
Personally. I'd enjoy it more if Sanity could be made in a way that just gives your character paranoia. (When out of earshot of the actual sources) Seeing a blur of motion off in the distance.. hearing things moving around you, eventually even hearing an Armsy or a Warcry. But alas. If how we lose sanity is of any clue to what it could entail that's unlikely to be the case. We don't lose sanity when we turn around and see a dozen cannibals at the ready. (Initially)
The balancing out of aggressive vs passive could also be interesting, I'm just concerned as to how it might be done and whether it could be without rendering itself moot, but we won't retread familiar terrority.
And to your final question of effigies, well I could be an ass and say because it's early access, but instead I'll just suggest that perhaps the player gets the idea from seeing the cannibal totems, which you encounter fairly quickly IME. If the cannibals put totems up, I don't see it as to far of a stretch to assume that putting up ones own totems or effigies in this case as a threat would go unnoticed, desperate times after all. You should watch the Mayflower mini-series avaliable on DVD. A situation occurs with the indians that causes the english to put up head totems for just this reason, granted it happens way later at the movies end, but still.
I suppose you could argue that being able to build them straight away at the plane renders that point moot, but lets not split hairs on video game logic. Realism can still be a thing as long as it treads carefully on suspension of disbelief. AKA I can deal with a magic bag but not fairies flying around. Just as I can deal with a single man having both the strength and energy to fight off five cannibals without sleep. But going completely nuts within the span of a month is another matter, it's out of place, cannot be justified with any amount of logic twisting and could hinder gameplay whereas the other mechanics are built for convenience.
Now! What if. Sanity effects do hinder you, however they are an option to toggle on and off. (Xcom's Second wave options) ?
The problem then becomes, are the sanity effects a worthwhile second wave relative to other perhaps better ideas that could replace it? But that's an argument of speculation.
The Forest hasn't really developed it's story yet, and if it relies on sanity, I'll be praying to God that they include a sandbox mode without it. It's not that I'm against sanity, but I don't want to lose the open world, sandbox nature we're enjoying now. I don't want there to be a forced ending, and I don't want cheap gimmicks disrupting that sandbox.