How realistic is “realistic enough?” How many attributes and skills describe the PC accurately enough to create a sense of immersion?
I hear this all the time but I don't get it. Why is it good for video games to pretend that they're not video games? Why is that necessary to achieve immersion?
By "immersion" you mean becoming completely absorbed in a task or a piece of media until it has your complete attention and the rest of the world just sort of falls away, right? Heavily abstracted games can do that just as well as simulationist games with a thousand character stats.
Like, one of the most immersive things about ADOM is how the world is really mysterious in a way that directly affects you, the player. You want to give the game your full attention and figure out what's going on.
It's a matter of how much you love numbers. I don't like stats like charisma that merely affect shop prices and such. For me, a more interesting mechanic would be different gender combinations interacting differently. It would be more realistic too, I think. Is there any game where a female PC gets lower prices if the shopkeeper is male?
I really don't like this.
You're assuming that every shopkeeper is out looking for sex or romance or whatever. You're assuming they're all interested in the opposite sex. You're assuming they will all be attracted to your particular character and that personality won't have a significant effect on any of that. Mechanically, you're giving the player an incentive to choose their character's sex based on which will give better advantages instead of picking whatever they like.
It isn't realistic at all. An expert haggler with an imposing presence will always get better prices in a barter system. A meek personality is a huge disadvantage in negotiation regardless of sex and sexuality.
I agree. That sounds really cool. How would you do it?
There are usually two methods suggested for this kind of thing. The most common is to come up with a set of pseudophysics for how magic works in your setting. Real life physics are used as a common starting point (eg come up with magical analogues for Newton's laws of motion and the laws of thermodynamics). Mana is a quantifiable form of energy that can be converted into other forms of energy, wizards are effectively scientists in the context of a world with different physical laws, etc etc.
So let's say that in your fantasy world, the sun is the source of all magic. Wizards need exposure to sunlight to regenerate their mana. Mana potions are solar energy that has been somehow forced into a liquid form. Or maybe wizards can only cast their spells while standing in sunlight, and the brighter it is the stronger their magic. During the day wizards might be incredibly powerful, but completely helpless at night, so non-magical fighters tend to use tactics and equipment that are appropriate for night time and darkness. You could have wizard towers full of mirrors to better focus solar energy. Maybe all magical effects are based on heat and light, or maybe other types magical effects exist, but are weak and inefficient because of the need to convert solar energy to electrical energy or whatever.
Basically just come up with any idea for where magic comes from and draw the appropriate conclusions from that.
The less common and cooler method is to base your game's setting on conceptual rather than physical laws. Use myths and fairy tales as your inspiration. Look at the weird way the human mind perceives the world and build your fantasy setting around that somehow.
So for example, say that you want to go with an animistic setting. Everything that happens in the world is because of spirits rather than physics. The spirits that live in stones are stubborn and conservative, and the stone's nature is derived from its spirits nature. Night time in a forest doesn't feel spooky because of wild animals or irrational paranoia, it's because hostile and frightening spirits like to be there at that time.
Maybe wizards are people who can communicate with the spirits and give them commands. Maybe they have to give the spirits something in exchange. Or about spirits that like beautiful people and want to protect and help them so a higher charisma stat means stronger magic? But what if the spirits' idea of beauty is really different from most humans' ideas about beauty? Maybe different types of spirits like different things, like earth spirits appreciate power and durability, so being really xstrong means you can cause earthquakes and rockslides.
It doesn't need to be the usual natural/elemental stuff either. Everything has a spirit. There are spirits living in the road you travel on, and if you offend them, all of the wheels on your wagons break when you travel. Doors have spirits too, and the person who earns their favor can bypass any lock.