Survival mechanics in non-survival games
MechanicsComments
I disagree that these systems are always chores. For some players, the slow pace of resource management provides a necessary mental break between high intensity combat encounters.
Suppose a game is attempting to convey a sense of desperation or isolation through its narrative. In that specific case, would removing the hunger or fatigue meters not risk disconnecting the player's physical experience from the character's psychological state?
This ties directly into the recent discussion about the Friction Tax. Some of these survival additions seem like a clumsy reaction to the over-streamlining of open worlds, where developers are trying to reintroduce 'game feel' by adding obstacles back in.
Is there a specific set of titles you are referencing here? I would be curious if this is a measurable trend across a broad sample of releases or just a few high profile AAA titles.
This reminds me of the mid-2010s trend where every single action game suddenly required a crafting system. It was a design template that developers followed regardless of whether it actually suited the core gameplay loop.
weight limits just incentivize ignoring 90 percent of the loot.
It is exactly like when my department adds redundant check-in forms to a project. It does not make the project more successful; it just means we spend more time documenting the work than actually doing it.
If they can actually nail the balance... could this lead to more organic storytelling? I wonder if finding a rare food item could start feeling like a genuine victory instead of just another stat boost...