blothulfur wrote...
I can understand what you're saying Stanley, creative methods of informing the player rather than brute mechanics, but as an aid to immersion show is always better than tell (i.e. Sten is a much better descriptor of the Qunari than the codex entry for them). Pull off those tricks too many times and the game becomes less believable and immersive, it's the little details and the obeyances of the in game reality that create the sense of place, for me at least
As for the simulation versus story, I want both. Action is just something to endure and hopefully enjoy if it's well made and i've focused on an action oriented character, but story and setting are the meat of the matter and my impact on the plot whether defeated or victorious.
I do like the name Otto Protagonista though.
I try to come up with interesting versions of generic names to make my points seem more creative than they actually are.

Shhhh, don't reveal my seekrit.
Yes, I agree that details are important and can really help with player engagement, but detail work is also really expensive for that benefit. The current discussion on characters eating is a good example. Currently, we can simulate eating with carefully edited shots and rudimentary character animation. Do we want there to be food on the utensil that disappears after it's put into the character's mouth? That requires way more work, since now you have to show the utensil entering the mouth with the food and exiting without the food. now you have to worry about utensils or the morsel of food clipping into the face, whether different model rigs will work the same way, and how to make this interesting regardless of whether it's your first time eating or the 100th time. And all this work and consideration for... well, how often are you going to pay attention to your charcter eating: once? a few times near the start of the game? The first hour? Or every single time you do it?
You want your character to chew realistically too? Okay, now we're getting into the
details. Motion capture, maybe, which is expensive, then tweaking of the mocap to ensure everything looks non-freakish on any potential eater, then there's timing (how many chews, how big is the morsel of food, what does swallowing look like (oh wait, now we have to animate the neck too)), expression while eating, camera angles. And again, that's
way more zots devoted to a very small, arguably necessary part of the game (assuming a DA2 type game) that most players will probably ignore after the first hour when they're already engaged/"immersed".
Not to say that details aren't important, but we will always have to weigh those benefits vs. zots.