Will Hyper-Realism Drive Casual Players Away? (Ft. Olli43)



In this clip from episode 64 of my podcast Olli and I discuss the realism and detail of Star Citizen. Might it be going too far?

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Olli43
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27 thoughts on “Will Hyper-Realism Drive Casual Players Away? (Ft. Olli43)”

  1. I'm rereading Ready Player 1 and had a weird deja vu feeling playing SC last night that I was in the Oasis… Hyper realism is nice if it doesn't cost me time.

    Drinking sucks. I have to take time away from doing what I want, often to go looking for places to buy water when it's rather be doing anything else. It's the 30th century, we have space ships and mobiglass and our suits can't hydrate us? Or at least have a built in drink system like they have in F1 – 20th century technology FFS!! For me, this actually breaks the realism rather than adds to it! Why not take away all guns and give us sticks instead? For me that's effectively what they've done with the hydration system.

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  2. The hyper realism isn't bad unless the developer's idea of realism is not absurdly arbitrary to what is thought possible in a future civilization. There's no reason to have tedious actions if they could be considered obsolete in a world of future stuff. Why if there are futuristic space suits, would we still need to remove helmets to drink out of a bottle? SC has wonderous future tech, but can't integrate a hydration system into helmets that actually exists now IRL. This is just an example of realism gone awry.

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  3. I waited for 35 minutes to use the 600i …. there is absolutely no reason any player needs to wait 35 minutes before they can use a ship and start the gameplay … I shut off the PC and had to go to work at 30 minutes…. hyper realism … yeah that's a thing I guess

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  4. You cant come to a game that's more ARMA oriented and complains about it. Thats just a dumb way of thinking. "Ah, arrived here after 9 years of dev, now Im gonna give my words on what they should change!" Fuck it

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  5. It's funny because I really don't enjoy most survival games, but at the same time I seem to be in the minority of commenters here that actually thinks the "sim" aspects are great and make the game feel so incredibly detailed. People make a big deal of food and water, but you learn how to streamline the process. Streamlining your game loops is a skill in itself.

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  6. I'm sure any extreme will likely be unacceptable to even the most rabid for that extreme. I think building in some of the more unusual gameplay mechanics makes it more interesting.

    having said that, they will take away from overall gameplay when they are broken. starving to death surrounded by food because you can't get your character to eat and drink is a dumb avoidable death, and the going to the hospital because I'm hungry meme is a weekly occurrence. This alone tells me that the gameplay mechanic is breaking after about 3-5 rounds of eating, devolving into losing track of the food in your inventory or something like it, and finally descending into having a 'drinking problem' when you character seems to refuse to eat or even handle food unless it touches the floor first.

    i dont mind eating. i do mind the broken aspect of it.

    its sort of like the issue with QT star disappearing because you stood up and sat back down. what changed from 3.16 to 3.17 for this to be a thing now? will fixing that fix the eating thing too?

    It is bizarre what works and what breaks in each patch.

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  7. i want to be able to finish any one gameplay loop within one hour. be it cargo hauling ore bounty hunting or what ever. of course there can be looong cargo trips that can take longer than one hour but if every thing takes longer than one hour its not going to be fun.

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  8. A lot of the things we do in real life are annoying nonsense we just can't avoid. Like going to the toilet. Showering. Cooking and eating food three, four times a day. Commuting for an hour. Adding that crap into a game adds no value. It's already quite drawn out – just logging in, getting to a hangar, getting into a ship and going to wherever you're going takes you half an hour. If you didn't already buy armor, guns etc for the mission you may need it for, that adds 15 minutes of running and shopping. And all the damned trains and crap you need further increase the annoyance factor.

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  9. I am totally on the "it is too much"-side. The realism could be optional, but I just dont have the time to play 4hrs a day and finish two missions/a traderun in that time.
    I wanna be able to play 20mins and achieve at least some stuff in that time. (Having the chance of) Playing longer is a bonus

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  10. I think they can add things like bathroom and hygiene checks that aren’t actually tedious.

    Ex: has your character passed within 10m of a bathroom recently? If yes = buff, if no for more than 6 hours = debuff. No need to interact with it or actually lose play time. Ships with bathrooms automatically grant the buff, same for showers. As do hab rooms.

    Similarly, ships with kitchenettes should automatically top up food and hydration when you walk through their kitchen, with the stores of the ship replenished when we replenish and rearm the ship. This actually reduces tedium while making those ship facilities genuinely valuable.

    Sim and exploration players still get the system, while everyone else can mostly ignore it by flying ships with basic facilities.

    Death on failure to eat and drink is fine, but it should be after 12 hours. Atm, the in game clock runs at 6x real time. 72/6= 12. If I go 12 hours without a drink or passing by a ship kitchenette, fine.

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  11. One thing that needs to be looked at is drinking. Is it just me or is it frustrating as hell have to spend a minute taking 5 sips on a bottle. We can chug drinks down in real life, so why not in game. It is just punishing at the moment, and if you have armour with items hanging on chest it is very difficult to actually click on "Drink: in the inner thought..so many time I have grabbed something and dropped the drink

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  12. The big game play features and loops are arguable fine I’d say. To me what would be great is the little things. Getting and moving armor, weapons, ammo, and sustenance around takes may too much time. This should be shortened some how.

    For example, a 3d printer should be a thing in such a future. That could make armor, weapons and spare parts. Ammo could be regenerated or recharged on your ship. Add to that, why is my character starving after an hour of gameplay? Yeah in these little things it has gone too far.

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  13. I think more sim aspects are better because otherwise you run into the CoD/Battlefield problem where nothing means anything. The sim aspects mean everything means something. For instance, you choose to eat certain foods to maintain healthy levels of nutrition/hydration. In places like Pyro they already mentioned resources will be sparse, so in order to stay hydrated/healthy, smart players will need to stock up and bring lots of supplies with them for an elongated stay in Pyro. This changes how you strategize what you bring with you, and why. It's a meta-aspect of the gameplay loops you choose to engage in, or how long you choose to engage. I like this because it's not something you get in other games, and people who want something casual — as mentioned in the video — can stick with Arena Commander/Star Marine for the quick dopamine hits. Everyone else who wants something more, something more grand, something with cost and consequence, can play the persistent universe.

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  14. I hope they strike a balance eventually. Ideally a simulated universe would be like reality, but without all of the boring bits. Like, why is there a tram? Why can't there be teleporters? Just say the tech is limited so it requires a wired connection and a cluster of supercomputers, so it only works in major cities.

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  15. 4:08 only works in ships with beds. So 90% of the ships people dogfight in do not have beds so you cannot go to an area of space and log out. Even if you could log out of a cockpit only fighter, you will have to eat and drink when you log back in since they do not reset. You cannot do that without being in an area with oxygen.
    Hard Core is a genre that people like. I like it in moderation. If you look at steam games hard core tarkov is no where near the player count as just run and gun fun FPS games like Battlefield. Tarkov vs battlefield or CoD or fallout. Just a huge difference in player counts. Is it due to the quality of the game or due to the hard core aspect?

    Inventory is one of those things. I would much rather have a combination of global inventory vs physical inventory. SC is leaning too far to the physical only aspect. I would rather have global inventory at main landing zones on planets or space stations. So I can access it all at the lockers or eventual player hangars. Now if I want to go on a bunker mission or a cave investigation mission, I have to plan and put what I will need into my ship physical inventory. So it is a compromised hard core. Saves me having to go to 3 locations to get items back for another bunker mission.

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