Originally posted by benseine @nariusseldon lol toilet. Well if you are making a medieval mmorpg with sieging and that might even have crusades then managing food might be a very interesting addition to the gameplay, cause as Napoleon I said: "An army marches on its stomag."
Oh i don't doubt food (and more accurately, managing food resources) can be fun in a STRATEGY game. But in a RPG with a single toon? If i have to eat 3 days every game day, it would be more a chore than anything.
WOW has food .. but they implement it as an optional buff. Personally i don't see it as true food simulation.
I read the topic title and was reminded of playing that great classic game 'Dungeon Master' on my 'Atari ST', must be 26 years ago. You needed food to survive in that game too ... funny how the best ideas have all been done before.
One way not to implement it : a long time ago I played a space trading game that required you to fuel your space ship when you docked, there was also an option to auto-replenish fuel, that I set to on, so ... it was a fairly pointless thing, more of a minor annoyance to avoid.
But a lot of good points in the previous posts as to how it could be used constructively rather than just the usual 'food buff is optional'
I sometimes make spelling and grammar errors but I don't pretend it's because I'm using a phone
Adding realism for realism sake is not entertaining. Since we are at it, shall the game add "going to toilet" too? You know, it is realistic.
But it did add to the fun factor. Stocking up for a long expedition to Kunark was sort of cool. And watching the supplies deplete, then planning for a trip back to town gave meaning to the journey.
For you. Yours is a minority view. Over the past ten years we have seen most of the preparation and consumable/depletion aspects of combat all but disappear because players did not find it cool and did not feel it gave meaning to their journey. Some of the major ones are:
- currency weight
- item weight
- magic components
- arrows/bolts/projectiles
- fatigue/stamina
- short buff timers
Limited bag space and item durability are two of the few limiters that are left. Even at that, the former is either made a craftable commodity or a marketplace item, and the latter is more to slow down the effectiveness of extended farming/grinding than for any attempt at realism.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
I prefer sandbox games with some realism involved, so like things like hunger being included as an aspect of the game. Mortal Online has it, and it adds an element of depth that I enjoy about the game.
Of course, it depends on the design of an individual game, but overall, I like it.
Originally posted by sibs4455 I read the topic title and was reminded of playing that great classic game 'Dungeon Master' on my 'Atari ST', must be 26 years ago. You needed food to survive in that game too ... funny how the best ideas have all been done before.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Originally posted by Loktofeit Originally posted by ReallyNow10Originally posted by nariusseldonNo. I doubt it is going to add to the fun factor.Adding realism for realism sake is not entertaining. Since we are at it, shall the game add "going to toilet" too? You know, it is realistic.
But it did add to the fun factor. Stocking up for a long expedition to Kunark was sort of cool. And watching the supplies deplete, then planning for a trip back to town gave meaning to the journey.For you. Yours is a minority view. Over the past ten years we have seen most of the preparation and consumable/depletion aspects of combat all but disappear because players did not find it cool and did not feel it gave meaning to their journey. Some of the major ones are:
Limited bag space and item durability are two of the few limiters that are left. Even at that, the former is either made a craftable commodity or a marketplace item, and the latter is more to slow down the effectiveness of extended farming/grinding than for any attempt at realism.
I tend to agree with ReallyNow10. But Lok mentions a few interesting bullet points, all of which (for me) remove immersion from the MMO. But, if you prefer "games" over "virtual worlds" then you aren't concerned about immersion (and coincidentally seem to think you speak for the majority).
Luckily, i don't need you to like me to enjoy video games. -nariusseldon. In F2P I think it's more a case of the game's trying to play the player's. -laserit
it's interesting.. I always envisioned an MMORPG where environment has an effect..if it's raining you get wet, if it's cold you may get frostbite UNLESS you have the right gear (rain gear, cold weather gearect). Hunger and thirst I think are interesting as well.
I prefer sandbox games with some realism involved, so like things like hunger being included as an aspect of the game. Mortal Online has it, and it adds an element of depth that I enjoy about the game.
Of course, it depends on the design of an individual game, but overall, I like it.
Chores are not depth. More mundane stuff you have to do does not equate fun nor depth. It is trivial to buy bread every time you are in time, but does that really make the game more fun? Is stocking so that we have enough a good game play element?
In this weeks behind the scenes edition of Gloria Victis the devs asked the fans if there should be hunger in Gloria Victis. A medieval sandbox mmorpg that aims for realism and low fantasy.
Would you like to see something like this in mmorpgs?
What about potty breaks? if you are gonna eat you gotto relieve yourself too right?
"The problem is that the hardcore folks always want the same thing: 'We want exactly what you gave us before, but it has to be completely different.' -Jesse Schell
"Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator, and at least the horse never said anything stupid." -Luke McKinney
I prefer sandbox games with some realism involved, so like things like hunger being included as an aspect of the game. Mortal Online has it, and it adds an element of depth that I enjoy about the game.
Of course, it depends on the design of an individual game, but overall, I like it.
Chores are not depth. More mundane stuff you have to do does not equate fun nor depth. It is trivial to buy bread every time you are in time, but does that really make the game more fun? Is stocking so that we have enough a good game play element?
Again, it depends on the game, and what it's trying to do. It may not be fun for everyone, but it is fun for some of us.
I prefer sandbox games with some realism involved, so like things like hunger being included as an aspect of the game. Mortal Online has it, and it adds an element of depth that I enjoy about the game.
Of course, it depends on the design of an individual game, but overall, I like it.
Chores are not depth. More mundane stuff you have to do does not equate fun nor depth. It is trivial to buy bread every time you are in time, but does that really make the game more fun? Is stocking so that we have enough a good game play element?
Your comments make a good argument against the foundation of linear questing in themeparks. I have experienced nothing more mundane and boring that to be compelled (through item reward and experience, or just unlocking zones) to do mundane, boring trivial "follow-the-breadcrumb trail" quests.
Combat is not mundane. If "follow the breadcrumb" quests work in a SP game like Bioshock and Dishonored, it is implementation, not the idea of linear quests that is the issue. If MMOs are made more like Sp games, quests will be better.
Killing stuff is not a chore. Killing stuff is what many fun video game is based on. Buying the same thing again and again, and counting if you have enough, OTOH, is a chore.
When I think hunger, I think of the Minecraft mechanic that pretty quickly becomes a non-issue and should be a chore, but really isn't. I don't know if it adds depth, but it adds a reason to hunt and plant more than just wheat.
** ** **
So, I'm not opposed to hunger type mechanics in MMOs, but it's the kind of thing that can get lame, quickly. Instead of depth, it adds a mindlessly repetitive task.
I can not remember winning or losing a single debate on the internet.
I prefer sandbox games with some realism involved, so like things like hunger being included as an aspect of the game. Mortal Online has it, and it adds an element of depth that I enjoy about the game.
Of course, it depends on the design of an individual game, but overall, I like it.
Chores are not depth. More mundane stuff you have to do does not equate fun nor depth. It is trivial to buy bread every time you are in time, but does that really make the game more fun? Is stocking so that we have enough a good game play element?
Your comments make a good argument against the foundation of linear questing in themeparks. I have experienced nothing more mundane and boring that to be compelled (through item reward and experience, or just unlocking zones) to do mundane, boring trivial "follow-the-breadcrumb trail" quests.
Combat is not mundane. If "follow the breadcrumb" quests work in a SP game like Bioshock and Dishonored, it is implementation, not the idea of linear quests that is the issue. If MMOs are made more like Sp games, quests will be better.
Killing stuff is not a chore. Killing stuff is what many fun video game is based on. Buying the same thing again and again, and counting if you have enough, OTOH, is a chore.
His point is valid. Combat is mundane when it's the only thing a game offers. Unfortunately, killing things is the ONLY thing most games offer. These are supposed to be worlds, not led-by-the-nose slaughterhouses.
Offering nothing more than combat isn't depth either. That's what most games do. Things like hunger systems offer something other than butchering stuff, and systems like it actually make players have to think a little bit more, in at least they have to plan for something other than which overly large sword they're going to swing around.
His point is valid. Combat is mundane when it's the only thing a game offers. Unfortunately, killing things is the ONLY thing most games offer. These are supposed to be worlds, not led-by-the-nose slaughterhouses.
Offering nothing more than combat isn't depth either. That's what most games do. Things like hunger systems offer something other than butchering stuff, and systems like it actually make players have to think a little bit more, in at least they have to plan for something other than which overly large sword they're going to swing around.
No. You can have a deep combat system with lots of mechanics. Take final fantasy tactics .. all agree to be a great game. You do NOTHING but combat. Ditto for a game like Bioschock Infinite, or the original Diablo, and the highly acclaimed D2.
You don't need anything else for depth, just like chess. Chess has nothing but movement rules and capture. No food, no resource management, ... and don't tell me you don't think there is depth. So are war games.
So combat can have depth .. but just maintaining enough food that you can buy from a vendor ... is not.
In this weeks behind the scenes edition of Gloria Victis the devs asked the fans if there should be hunger in Gloria Victis. A medieval sandbox mmorpg that aims for realism and low fantasy.
Would you like to see something like this in mmorpgs?
Different people want different things. Personally I have no interest in uber realism. Do they need to go the the bathroom as well? Will they crap their pants if they don't take off their armour every 6 hours? Will that lead to illness?
I mean really, where does it stop?
For me, that level of realism isn't necessary or fun. But for others that kind of micro-management might interest them. Probably the same kind of people that get hooked on Sim City.
I don't know -- I think it would be quite amusing if your character died of dysintary from pooping in their armor during a raid and not bothering to do anything about it 6 subjective hours (say 3 in-game days) later.
His point is valid. Combat is mundane when it's the only thing a game offers. Unfortunately, killing things is the ONLY thing most games offer. These are supposed to be worlds, not led-by-the-nose slaughterhouses.
Offering nothing more than combat isn't depth either. That's what most games do. Things like hunger systems offer something other than butchering stuff, and systems like it actually make players have to think a little bit more, in at least they have to plan for something other than which overly large sword they're going to swing around.
Seriously. You need to play more games. Not just MMOs.
Combat can have depth, many games immensely deep games have nothing but combat in them. Either you haven't played them or you don't understand what depth means.
Hunger or rather food supplies, in a comfortable abstract, could be an interesting attrition mechanic in a strategy game for example. Or if the game is about surviving in the wilderness or something equivalent, and foraging is done through fun gameplay, then it adds depth.
However if the game is about monster killing and exploring dungeons, hunger becomes a chore. Chores do not add depth. They are a nuisance.
These games are supposed to be exactly what their designers meant them to be. There is no list of requirements they have to meet, thank goodness.
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
I would like an mmo with hunger and other needs but make it all one bar that depreciates over a long time. Not several bars you have to constantly watch over like in sims.
His point is valid. Combat is mundane when it's the only thing a game offers. Unfortunately, killing things is the ONLY thing most games offer. These are supposed to be worlds, not led-by-the-nose slaughterhouses.
Offering nothing more than combat isn't depth either. That's what most games do. Things like hunger systems offer something other than butchering stuff, and systems like it actually make players have to think a little bit more, in at least they have to plan for something other than which overly large sword they're going to swing around.
Seriously. You need to play more games. Not just MMOs.
Combat can have depth, many games immensely deep games have nothing but combat in them. Either you haven't played them or you don't understand what depth means.
Hunger or rather food supplies, in a comfortable abstract, could be an interesting attrition mechanic in a strategy game for example. Or if the game is about surviving in the wilderness or something equivalent, and foraging is done through fun gameplay, then it adds depth.
However if the game is about monster killing and exploring dungeons, hunger becomes a chore. Chores do not add depth. They are a nuisance.
These games are supposed to be exactly what their designers meant them to be. There is no list of requirements they have to meet, thank goodness.
Well said.
I just finished Bioshock a while ago. Only if MMO has combat like that.
CYAN indicates a scale of good to bad depending on the object
Each Hunger object would have the following stats:
Nutrition - Buffs your constitution
Volume - Lowers your hunger meter.
Fat - Increases your weight
Taste - Lowers your characters boredom meter
Freshness - This is a meter on the food. If it falls to far eating the food will suddenly and urgently increase your waste meter.
Each Waste object would have the following stats:
Softness - Determines the cool down on this object with lower values preventing spamming.
Durability - Determines how much you must use to counter a given amount of waste.
Volume - Determines how many uses this waste object has.
Social and Quest hubs have free permanent waste objects available to everyone called Sparkling Bidets
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire: Start with a billion dollars and make an MMO.
Comments
Oh i don't doubt food (and more accurately, managing food resources) can be fun in a STRATEGY game. But in a RPG with a single toon? If i have to eat 3 days every game day, it would be more a chore than anything.
WOW has food .. but they implement it as an optional buff. Personally i don't see it as true food simulation.
could be a good thing if it's implemented well.
One way not to implement it : a long time ago I played a space trading game that required you to fuel your space ship when you docked, there was also an option to auto-replenish fuel, that I set to on, so ... it was a fairly pointless thing, more of a minor annoyance to avoid.
But a lot of good points in the previous posts as to how it could be used constructively rather than just the usual 'food buff is optional'
I sometimes make spelling and grammar errors but I don't pretend it's because I'm using a phone
For you. Yours is a minority view. Over the past ten years we have seen most of the preparation and consumable/depletion aspects of combat all but disappear because players did not find it cool and did not feel it gave meaning to their journey. Some of the major ones are:
Limited bag space and item durability are two of the few limiters that are left. Even at that, the former is either made a craftable commodity or a marketplace item, and the latter is more to slow down the effectiveness of extended farming/grinding than for any attempt at realism.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
I prefer sandbox games with some realism involved, so like things like hunger being included as an aspect of the game. Mortal Online has it, and it adds an element of depth that I enjoy about the game.
Of course, it depends on the design of an individual game, but overall, I like it.
Hell hath no fury like an MMORPG player scorned.
You may like THIS link.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
For you. Yours is a minority view. Over the past ten years we have seen most of the preparation and consumable/depletion aspects of combat all but disappear because players did not find it cool and did not feel it gave meaning to their journey. Some of the major ones are:
- - currency weight
- - item weight
- - magic components - arrows/bolts/projectiles - fatigue/stamina - short buff timers
Limited bag space and item durability are two of the few limiters that are left. Even at that, the former is either made a craftable commodity or a marketplace item, and the latter is more to slow down the effectiveness of extended farming/grinding than for any attempt at realism.I tend to agree with ReallyNow10. But Lok mentions a few interesting bullet points, all of which (for me) remove immersion from the MMO. But, if you prefer "games" over "virtual worlds" then you aren't concerned about immersion (and coincidentally seem to think you speak for the majority).
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit
Chores are not depth. More mundane stuff you have to do does not equate fun nor depth. It is trivial to buy bread every time you are in time, but does that really make the game more fun? Is stocking so that we have enough a good game play element?
Sure if we are gonna include the need to eat we might as well include the following as well!
1.Those who eat must also crap...perhaps we could use that as fertilizer for our garden!
2.We must change our underwear...nothing says long journey like a pair of yellow tighty whities!
3.Characters must also be laying in a bed for 8hr of every 24hr or you lose core stats.
4. Nobody would ever play this game. Lets let games be games and let real life be real life!
What about potty breaks? if you are gonna eat you gotto relieve yourself too right?
"The problem is that the hardcore folks always want the same thing: 'We want exactly what you gave us before, but it has to be completely different.'
-Jesse Schell
"Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator, and at least the horse never said anything stupid."
-Luke McKinney
Again, it depends on the game, and what it's trying to do. It may not be fun for everyone, but it is fun for some of us.
Hell hath no fury like an MMORPG player scorned.
Combat is not mundane. If "follow the breadcrumb" quests work in a SP game like Bioshock and Dishonored, it is implementation, not the idea of linear quests that is the issue. If MMOs are made more like Sp games, quests will be better.
Killing stuff is not a chore. Killing stuff is what many fun video game is based on. Buying the same thing again and again, and counting if you have enough, OTOH, is a chore.
When I think hunger, I think of the Minecraft mechanic that pretty quickly becomes a non-issue and should be a chore, but really isn't. I don't know if it adds depth, but it adds a reason to hunt and plant more than just wheat.
** ** **
So, I'm not opposed to hunger type mechanics in MMOs, but it's the kind of thing that can get lame, quickly. Instead of depth, it adds a mindlessly repetitive task.
I can not remember winning or losing a single debate on the internet.
His point is valid. Combat is mundane when it's the only thing a game offers. Unfortunately, killing things is the ONLY thing most games offer. These are supposed to be worlds, not led-by-the-nose slaughterhouses.
Offering nothing more than combat isn't depth either. That's what most games do. Things like hunger systems offer something other than butchering stuff, and systems like it actually make players have to think a little bit more, in at least they have to plan for something other than which overly large sword they're going to swing around.
Hell hath no fury like an MMORPG player scorned.
No. You can have a deep combat system with lots of mechanics. Take final fantasy tactics .. all agree to be a great game. You do NOTHING but combat. Ditto for a game like Bioschock Infinite, or the original Diablo, and the highly acclaimed D2.
You don't need anything else for depth, just like chess. Chess has nothing but movement rules and capture. No food, no resource management, ... and don't tell me you don't think there is depth. So are war games.
So combat can have depth .. but just maintaining enough food that you can buy from a vendor ... is not.
I don't know -- I think it would be quite amusing if your character died of dysintary from pooping in their armor during a raid and not bothering to do anything about it 6 subjective hours (say 3 in-game days) later.
Seriously. You need to play more games. Not just MMOs.
Combat can have depth, many games immensely deep games have nothing but combat in them. Either you haven't played them or you don't understand what depth means.
Hunger or rather food supplies, in a comfortable abstract, could be an interesting attrition mechanic in a strategy game for example. Or if the game is about surviving in the wilderness or something equivalent, and foraging is done through fun gameplay, then it adds depth.
However if the game is about monster killing and exploring dungeons, hunger becomes a chore. Chores do not add depth. They are a nuisance.
These games are supposed to be exactly what their designers meant them to be. There is no list of requirements they have to meet, thank goodness.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
Would make absolute sense in a fallout mmo for instance.
Well said.
I just finished Bioshock a while ago. Only if MMO has combat like that.
I'm personally all for anything that adds to a games immersion and depth.
Hunger and Waste: The Zero Sum Game.
GREEN indicates purely beneficial stats
RED indicates purely negative stats
CYAN indicates a scale of good to bad depending on the object
Each Hunger object would have the following stats:
Nutrition - Buffs your constitution
Volume - Lowers your hunger meter.
Fat - Increases your weight
Taste - Lowers your characters boredom meter
Freshness - This is a meter on the food. If it falls to far eating the food will suddenly and urgently increase your waste meter.
Each Waste object would have the following stats:
Softness - Determines the cool down on this object with lower values preventing spamming.
Durability - Determines how much you must use to counter a given amount of waste.
Volume - Determines how many uses this waste object has.
Social and Quest hubs have free permanent waste objects available to everyone called Sparkling Bidets
'Sandbox MMO' is a PTSD trigger word for anyone who has the experience to know that anonymous players invariably use a 'sandbox' in the same manner a housecat does.
When your head is stuck in the sand, your ass becomes the only recognizable part of you.
No game is more fun than the one you can't play, and no game is more boring than one which you've become familiar.
How to become a millionaire:
Start with a billion dollars and make an MMO.