» Mon Aug 22, 2011 8:45 pm
Too much of anything tends to be bad. However, realism/immersion tends to be too complicated in itself, and games too varied in the application, for it to be treated with simple yes/no gloves. Unfortunately, people love to simplify things down to exactly that, and from my own experiences many of the people arguing for/against don't really know what it means. I've seen a lot of people use bathroom examples of why realism is "bad", apparently not realizing that no pro-realism argument, anywhere, ever, has advocated it. Many people would make negative connections to The Sims, despite the fact that Realism and Sims do not actually hang out much together.
For it to be argued it needs to be looked at as WHY a realism feature would be good or bad, which depends on the rest of the game. I don't want realistic-timescale food needs to be added to a game like Oblivion, where the sun races across the sky like it has its own bathroom mods to attend to. It would be constant and annoying. A frequent factor in realism is challenge, which is important to games; nobody likes a last boss that dies in one hit, or kills YOU in one hit. Survival is a unique form of challenge that is seldom even attempted in games and as such frequently missed/requested by fans of it. Unfortunately, effective implementation often requires that a lot of the game be designed with this in mind, and you end up with either no implementation or bad implementation. The challenge can be compared to potions and scrolls and other supplies when dealing with a hard monster. If you're buried in supplies, there's no strategy, no challenge, just button-mashing. That would be bad implementation of that particular shade of "realism",
Too much badly-implemented realism (or badly-implemented anything) will of course ruin a game. Well-implemented realism will usually improve a game (again, like well-implemented anything), but at this point also becomes a matter of preference; if you don't like puzzles, too many puzzles will ruin a game. It doesn't matter if they're good puzzles. Sadly, many people are either too used to bad realism to know what the good variety would be, or simply don't understand what it is in the first place (the amount of times I had to say "realism does not mean like real life", egad), that it usually doesn't even get to the area of discussing preference and actual game impact.