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« on: November 13, 2013, 04:44:29 AM »
Since Xecutor's recent topic about "legalized experience and item farming" turned into a discussion about the role and implementation of realism in roguelikes, I figured that it might be worthwhile to create a new topic devoted to that subject.
There are a least two parts to what I have to say. Here is the first one, and if anyone is actually interested in what I have to say, I’ll get into the second later.
I think it is reasonable to say that you have to prioritize what realistic aspects to include in a roguelike, because complete realism, or even anything close to it, is impossible. I think that as you add more realistic elements the game does obviously becomes more realistic, but I think that the returns also diminish with each new element.
Take the idea of attributes, for example. When I think of increasing realism, increasing the number of attributes used to describe the PC is the first thing I think of. The PC is arguably the most important part of the game world, so it seems reasonable to start adding realism there.
Lets use the system of attributes in ADOM as an example. It has 8 visible attributes (I think), one of which is dexterity. There is no agility attribute per se.
I think it would be more realistic to have a separate attribute for dexterity and agility. This is because fine movement, performed relatively slowly, using mostly hand muscles (lock picking, some forms of craftsmanship) probably develops independently from coarser, faster movements, performed with large numbers of muscles over the entire body (leaping, dodging, running).
But, the problem is that there really aren’t that many tasks that would use this new, more specific dexterity attribute. There’s lock picking, pickpocketing, playing music…And that’s about all I can think of. The game isn’t improved in any significant way by its addition. If having just dexterity simulates reality with 99% accuracy (just to make up a number here) having dexterity and agility might increase the accuracy of that simulation to 99.9%. I want to believe that matters, but I'm just not sure it does.
Even if you did decide to go ahead and implement a separate dexterity and agility attribute, there’s no reason to stop there. For greater realism, you could separately assign each limb attributes, like strength of muscle contraction, speed of muscle contraction, coordination, and endurance. Perhaps the hands could even be separate from the rest of the arms to account for manual dexterity.
So, the question is, where do you stop? How realistic is “realistic enough?” How many attributes and skills describe the PC accurately enough to create a sense of immersion? If it does make sense to add a bunch of additional attributes, how do could you communicate all this additional information to the player in a clear, concise way? And, incidentally, should each attribute be equally useful? Can having a perception score of 20 rationally be made as beneficial as having a strength score of 20?
By the way, I do think it would be cool to add the more detailed attribute systems that I was just describing, I’m just not sure there’s actually any merit in doing so.