I'd play The Sims if I wanted something like that.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
No. I don't think I can escape from real life by playing real life. Real life is the worst game ever. You have to farm all the time, build faction all the time, you're almost always OOE, always OOM, if you PvP one time you lose all your faction and it has perma death which causes you to lose all your phat lewts!
Many a small thing has been made large by the right kind of advertising.
I like ARK for one of its ideas. Your character always remained in game, even when you log out. As a pvp-free-for-all, as well as Dinos looking for food .. you needed to make sure your character was safe before logging out. People could also just loot you if they didn't feel like killing you, although not many were so kind.
I remember logging out in my thatch house a little ways from shore once, only to log in with T-Rex chomping through the roof to eat me, and he did But then I learned that when first starting, find rock crevasses etc.
I played on hardcore servers, which meant if you died, you lost it all, including skills learned.
It also requires eating if I recall correctly, which is cool.
So I guess short answer would be, yea...hell yea...I'd play real to life Sim MMO games.
Current games playing: MechWarrior Online Games being watched: Project Genom Favorite played games: SWG, RomaVictor, and Xsyon
The (pre-alpha!) MMO, Chronicles of Elyria has quite a lot of that sort of thing. Characters have to eat/drink/rest, cope with family squabbles, etc. There's pretty much open world pvp with some consequences including the possibility of permadeath (see below)! It's going to be, assuming they get the kickstarter funding they're looking for, player driven to a large extent with limited resources, everything having to be built by players, etc.
Actually permadeath of your character is guaranteed. In CoE your character ages and will eventually pass on, just as in real life. You can then buy a spark of life (which is how they fund the game) to 'take over' another body and run through your new life all over again. Your character keeps some of the 'attributes' of your previous life so training some things gets easier and quicker so your character gets better and better at whatever you've decided you want it to be (a fighter, entertainer, blacksmith, etc.)
You can probably tell that I'm quite excited for this one and really hope they get the funding they need. Kickstarter 'starts' on 3rd May.
Blatant plug: If you do decide to check it out and register on the CoE site, please consider using my referral code: DE2024
lunawisp was my peacebringer in City of Heroes. She lives on, in memory, as my gaming id
Meaning: it's fine if you want to create gameplay around the need to sleep or eat, as long as it's gameplay-focused and not about tediously simulating real life. For example when you sleep in The Sims, the game knows to automatically fast-forward (it skips the bullshit tedium players don't care about to get to the decisions (gameplay) they do care about.)
"It seems like it might be fun but at the same time I feel like I could already hear the tears of the easily bored. Sleep, for the record, would or could be handled during log-off, providing you ever logged off, which you should."
Was seen from a mile away.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
Yeah sure, if I didnt need to sleep, or eat, or work 40 hours in RL and it was some advanced Matrix-like VR interface sure. Otherwise no... its a game.
I probably wouldn't play a true to life mmorpg. I have enough issues with my life as it is, and I don't need more complications. I play games to escape reality and forget the "Real World".
YES OP that would be what a REAL ROLE PLAYING game would be and what many of us have hoped the last 10 years would evolve to but instead we see backwards standards.
Never forget 3 mile Island and never trust a government official or company spokesman.
It would depend on the overall design of the game but yes in principle I would.
For me when I play a survival game I want things to be tough. Like food and drink being essential. Where shelter from adverse weather is important. Where travelling the lands are dangerous. Where drowning is possible.
But I also want less critical things in game too. Like NPC's moving around, having jobs, going to the local taverns and then heading home for sleep. Like rain making you wet and the sun making you hot. Snow forms during winter, leaves fall in Autumn.
All of the things I thought MMORPG's would have by now and instead the games are more shallow and meaningless then they have ever been (with a few exceptions but they have other issues).
In games today dying isn't so much as a penalty but often a way to fast travel!
Why would I get on the computer to do something I already do when not on the Computer?
I vote this topic "Top 5 Dumbest Ideas in Gaming of 2016".
Sorry.... nothing personal.
People also fight in real life so that should go. People also explore in real life so that should go too. People sail boats and fish. Mine stone and metals and then make stuff from those items...So that should go to. People ride horses in real life and build homes, get rid of those things.
It isn't about doing things on the computer that you do in real life or not. It is about creating a fictitious world where the character/avatar/vehicle you are playing has a reason to do stuff and an environment where it actually makes sense.
It would depend on how the game was designed, but I doubt it. With my limited play time I don't think I would get anything done.
Log in - ok I have to eat something. Oops, gotta take care of the horse. Ok, I'm ready to go - no wait, I have to break camp. Ok now I'm ready to go... Whoops, not yet - my wife is still getting ready. Ok now we're ready to go. We spend half an hour traveling. Well that was fun... time to set up camp because we have to log off
As long as I don't have to play a middle aged fat man who doesn't work and has no woman (good or bad depending on how you look at it), I'll try anything.
People also fight in real life so that should go. People also explore in real life so that should go too. People sail boats and fish. Mine stone and metals and then make stuff from those items...So that should go to. People ride horses in real life and build homes, get rid of those things.
People also fight in real life so that should go. - not with magic spells, or sci-fi guns, or even real life military equipment. When was the last time you fought with a AK 47?
People also explore in real life so that should go too. - not fantasy world or alien landscape. It should certainly go if we are talking about exploring suburban residential areas.
People sail boats and fish. Mine stone and metals and then make stuff from those items - Yeh .. these should go.
People ride horses in real life and build homes, get rid of those things. - Yeh .. these should go .. that is why we have fast travel.
I don't know about true to life to the exact requirements. For me, it would have to be condensed into something like a RL day would equal four in-game days. So that instead of needing 8 hours of sleep a day, a player would require 2 hours of sleep per day. Distance would follow the same requirements. A yard would equal around nine inches of in-game time. In other words, everything in the game would be condensed to approximately one quarter of the time, distance, etc., it would take to do in real life.
There are two major conflicting issues with a game such as this.
1) It would only appeal to a very small player base. The type of people interested in a game that goes to these lengths to mimic RL needs such as sleep and food means that for at least some part of each play session, they aren't "improving" their character. That's a major turn off for most people who want to log on and start doing character improving activities right away until they log off.
2) It would require immense amounts of coding background systems in order for half of these things to work the way you see them working. Just coding into a game kicking down a door is not something seen in MMO's, then you have to factor in the material of the door, the characters strength the physics of the door when it comes off of the hinges.. can it be repaired later... ect.
So basically it's a hell of a lot of work to pull in a tiny player base. Even me, who installed a quite a few "realism" mods into my version of Skyrim, wouldn't want to play a game with this much realism.
Totally. Even if I couldn't play it much, it sounds like it would be a lot of fun. I think much of what we call convenience today is just another way of saying it lacks realism and consequences. Those are the things I liked the most about earlier MMOs.
To a degree, yeah. I'm a sucker for realistic features and I'm absolutely all for an immersive experience. However, I think there's a certain point where realism, or realistic simulations become more of an unnecessary inconvenience rather than an interesting immersive mechanic.
All of the examples you've mentioned sound pretty awesome though, so long as they all work well with each other and doesn't end up dragging out the gaming experience, just for the sake of doing so without some other purpose to it, if that makes sense.
I am a little sad to see so many people dismissing the idea with an "I play games to get away from real life" or similar. Not that there's anything wrong with this stance at all, don't get me wrong.
But when I imagine, or play, a realistic game that provides me with a truly immersive experience, "getting away from real life" is exactly what happens. I interact with a believable simulation of a different, and often more fantastical life.
I can't go hunt a dragon in real life, nor can I plunder a dungeon with any hope of actually finding worthwhile treasure. I can do this in a videogame though. And when the experience is made believable with realistic choices and consenquences, I find it to be a much better escape than if it's just a "manage all the numbers optimally" kind of game.
Comments
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Many a small thing has been made large by the right kind of advertising.
I like ARK for one of its ideas. Your character always remained in game, even when you log out. As a pvp-free-for-all, as well as Dinos looking for food .. you needed to make sure your character was safe before logging out. People could also just loot you if they didn't feel like killing you, although not many were so kind.
I remember logging out in my thatch house a little ways from shore once, only to log in with T-Rex chomping through the roof to eat me, and he did But then I learned that when first starting, find rock crevasses etc.
I played on hardcore servers, which meant if you died, you lost it all, including skills learned.
It also requires eating if I recall correctly, which is cool.
So I guess short answer would be, yea...hell yea...I'd play real to life Sim MMO games.
Current games playing: MechWarrior Online
Games being watched: Project Genom
Favorite played games: SWG, RomaVictor, and Xsyon
Actually permadeath of your character is guaranteed. In CoE your character ages and will eventually pass on, just as in real life. You can then buy a spark of life (which is how they fund the game) to 'take over' another body and run through your new life all over again. Your character keeps some of the 'attributes' of your previous life so training some things gets easier and quicker so your character gets better and better at whatever you've decided you want it to be (a fighter, entertainer, blacksmith, etc.)
You can probably tell that I'm quite excited for this one and really hope they get the funding they need. Kickstarter 'starts' on 3rd May.
Blatant plug: If you do decide to check it out and register on the CoE site, please consider using my referral code: DE2024
Was seen from a mile away.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
Never forget 3 mile Island and never trust a government official or company spokesman.
This.
For me when I play a survival game I want things to be tough. Like food and drink being essential. Where shelter from adverse weather is important. Where travelling the lands are dangerous. Where drowning is possible.
But I also want less critical things in game too. Like NPC's moving around, having jobs, going to the local taverns and then heading home for sleep. Like rain making you wet and the sun making you hot. Snow forms during winter, leaves fall in Autumn.
All of the things I thought MMORPG's would have by now and instead the games are more shallow and meaningless then they have ever been (with a few exceptions but they have other issues).
In games today dying isn't so much as a penalty but often a way to fast travel!
I vote this topic "Top 5 Dumbest Ideas in Gaming of 2016".
Sorry.... nothing personal.
"My Fantasy is having two men at once...
One Cooking and One Cleaning!"
---------------------------
"A good man can make you feel sexy,
strong and able to take on the whole world...
oh sorry...that's wine...wine does that..."
People also explore in real life so that should go too.
People sail boats and fish. Mine stone and metals and then make stuff from those items...So that should go to.
People ride horses in real life and build homes, get rid of those things.
It isn't about doing things on the computer that you do in real life or not. It is about creating a fictitious world where the character/avatar/vehicle you are playing has a reason to do stuff and an environment where it actually makes sense.
And the same, nothing personal.
Log in - ok I have to eat something. Oops, gotta take care of the horse. Ok, I'm ready to go - no wait, I have to break camp. Ok now I'm ready to go... Whoops, not yet - my wife is still getting ready. Ok now we're ready to go. We spend half an hour traveling. Well that was fun... time to set up camp because we have to log off
I self identify as a monkey.
- not with magic spells, or sci-fi guns, or even real life military equipment. When was the last time you fought with a AK 47?
People also explore in real life so that should go too.
- not fantasy world or alien landscape. It should certainly go if we are talking about exploring suburban residential areas.
People sail boats and fish. Mine stone and metals and then make stuff from those items
- Yeh .. these should go.
People ride horses in real life and build homes, get rid of those things.
- Yeh .. these should go .. that is why we have fast travel.
I don't know about true to life to the exact requirements. For me, it would have to be condensed into something like a RL day would equal four in-game days. So that instead of needing 8 hours of sleep a day, a player would require 2 hours of sleep per day. Distance would follow the same requirements. A yard would equal around nine inches of in-game time. In other words, everything in the game would be condensed to approximately one quarter of the time, distance, etc., it would take to do in real life.
1) It would only appeal to a very small player base. The type of people interested in a game that goes to these lengths to mimic RL needs such as sleep and food means that for at least some part of each play session, they aren't "improving" their character. That's a major turn off for most people who want to log on and start doing character improving activities right away until they log off.
2) It would require immense amounts of coding background systems in order for half of these things to work the way you see them working. Just coding into a game kicking down a door is not something seen in MMO's, then you have to factor in the material of the door, the characters strength the physics of the door when it comes off of the hinges.. can it be repaired later... ect.
So basically it's a hell of a lot of work to pull in a tiny player base. Even me, who installed a quite a few "realism" mods into my version of Skyrim, wouldn't want to play a game with this much realism.
Does not matter how good a game mechanics and systems are, if the down time goes too far you are just wasting my time.
A real life MMO on the other hand would be a waste of time, I already have that at a far higher resolution then anything you could make.
All of the examples you've mentioned sound pretty awesome though, so long as they all work well with each other and doesn't end up dragging out the gaming experience, just for the sake of doing so without some other purpose to it, if that makes sense.
I am a little sad to see so many people dismissing the idea with an "I play games to get away from real life" or similar. Not that there's anything wrong with this stance at all, don't get me wrong.
But when I imagine, or play, a realistic game that provides me with a truly immersive experience, "getting away from real life" is exactly what happens. I interact with a believable simulation of a different, and often more fantastical life.
I can't go hunt a dragon in real life, nor can I plunder a dungeon with any hope of actually finding worthwhile treasure. I can do this in a videogame though. And when the experience is made believable with realistic choices and consenquences, I find it to be a much better escape than if it's just a "manage all the numbers optimally" kind of game.
Real life tedium no.