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Interaction depth and detail – What are your hopes?
November 17, 2020 at 2:51 pmHi everyone,
I was thinking about interactions with objects and during activities in different simulation games and I was wondering what your opinions are on this. How much depth and detail would you like to see? Let me give a detailed example for clothes.
Parafolk can go to the store and after browsing, select a piece of clothing from racks and shelves. Physically pick it up and take it to the dressing room. We see the Para putting on the clothes (not spinning in to them, but literally putting it on). Then they can look in the mirror or take pictures if they wish to do so, or discuss how the clothes look with another Para or store worker. Then change back to their own clothes and pay at the register. We see how the clothes get scanned, the Para pays and how it is put in a bag. The Para walks home with the bag. At home the Para removes the clothing from the bag. They can choose to wash the clothing, iron it, put it directly in the closet, just throw it over a chair, or show it off to a friend. They can wrap it and give it as a gift. They would be able to store the bag and re-use it at a later time, throw it in the trash, or if they are messy leave it somewhere on the floor.
I personally like details as it makes the game more realistic. But this details can take a lot of time. Especially if the days are short. It would not be good if buying a piece of clothing lasts half a day. So some things that would have to be considered are:
-Time it takes to complete an interaction
-Possible boredom for the player if interaction occurs too often
-Graphic and gameplay performance issues
For these reasons I do think that there should be the possibility to opt out of the full interaction. What do you guys think about detailed interactions?
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