fmx wrote:Mel wrote:As much as desired, within the posibilities of the engine you use
I would say "as much as looks good without going overboard"
Never make a game too difficult, otherwise players will put off.
Ofcourse an easy game will not last long either
So consider having different levels of difficulty, each with own balance on realism and challenge
ah yes, but then where is that all too fine line between overboard and perfect?
ACE247 wrote: If you asked me, learn from Valve, their realism is defined by their Game Universe. Don't make a game that people can apply common everyday knowledge of their environment to. Make it a new one.
Realism isn't what everyone thinks it is...
That is indeed an interesting idea, I never thought of it through the perspective of defining a new reality... but then how would one make it believeable, Valve has made a lot of GREAT games, and they seem to be mostly in the same reality, one which I don't know a lot about (my assumption of the same reality is due to portal referencing half life ), but there are too many gaps for me to really see how the reality makes sense, but I know it does... then again, the half life and portal series are basically our reality... well... in the future... a bad future ^^
for example, should I add that the cahracter has to blink, that each breath moves the body noticeably, that the character can hold his/her breath temporarily, that a broken leg will severely impair your walking, or perhaps /../ (You get the point. no?)