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It seems appropriate to do it this way because the missions are intended to be quick and time sensitive so making it seem as if you are taking breaks between encounters within a level to do chores like that would break immersion, and it creates a different tactical choice of when to reload compared to other games where you just reload every time you have a couple of seconds to spare.
This way of managing ammo makes sense for that particular set of games, but would be annoying in other more action/arcade shooters, so the ideal level of realism depends on the game in question.
Yeah, I've never needed games to be realistic -- not in their looks, or their mechanics.
Movies, same.
TV-shows, same.
Realism mechanics need to be added from the very start, as part of the foundation of the game’s design, and in order to function effectively they need to add to the other gameplay elements as much, or more, as they take away from them.
In your example, Red Dead is a game that’s about being a cowboy outlaw, going around and participating in shootouts, riding your horse across the open plains, and engaging in a deep and meaningful story. The problem with having hunger and hygiene mechanics is that they don’t contribute anything to the primary gameplay loop. Having to eat and bathe does not enhance the shootouts or the narrative, because it’s an entirely separate aspect of the game that exists independently of them. Unless you’re playing RDR2 explicitly as a “roam around in a realistic environment” experience, they offer nothing of value themselves to the main components of gameplay.
🚨🚨🚨 Heresy! 🚨🚨🚨 Apostates among us! 🚨🚨🚨 ;P
good thread lol
my personal problem with RDR2 is that its too much fun robbing trains and coaches to progress any further (23k$ and counting 🙄)
that aside though, generally he is right in most situations. you don't want to concern yourself with the tedious day to day busywork, and get to the fun. theres definitely a reason halflife went on to inspire genre-defining mods made from that game and its assets which are now their own games themselves.
few people like the busy work. there's a market for it, but that's not what the majority enjoys.
so if you're interested in game development, these are basically critical lessons for success. let your player make their mark on the world you've created.
Personally, I've never been one to crave "realistic features" in my games, and hyper realistic graphics just make my eyes glaze over.
Game: "look, you can see the individual pores on characters' faces now!"
Me: "wow, that means absolutely nothing to me."