ID:152039
 
I was thinking about the nourishment systems in games (Eat/drink to stay alive). I personally think when you get killed after a day not eating (See: Cow RP, Survival, Archipelagos), it's senseless. I'm glad games like SS13 doesn't have a nourishment system like that...

"Captain! There's a breach in the hull!"

"I'll handle it in a bit, I gotta eat or I'll die."

But I would like to see a BYOND game with a tasteful nourishment system in - Not eating wouldn't kill you for a while, just mostly weaken you.

"Captain, there's a breach in the hull!"

"Ugh...Let's go!"

The Captain stumps over to the breach and fixes it, afterwards getting attacked by some naked guy with a toolbox because crap like that happens in SS13.

But yeah, I don't enjoy dying because I haven't eaten for 2 minutes. Your thoughts?
Darkmag1c1an11 wrote:
I was thinking about the nourishment systems in games (Eat/drink to stay alive). I personally think when you get killed after a day not eating (See: Cow RP, Survival, Archipelagos), it's senseless. I'm glad games like SS13 doesn't have a nourishment system like that...

"Captain! There's a breach in the hull!"

"I'll handle it in a bit, I gotta eat or I'll die."

But I would like to see a BYOND game with a tasteful nourishment system in - Not eating wouldn't kill you for a while, just mostly weaken you.

"Captain, there's a breach in the hull!"

"Ugh...Let's go!"

The Captain stumps over to the breach and fixes it, afterwards getting attacked by some naked guy with a toolbox because crap like that happens in SS13.

But yeah, I don't enjoy dying because I haven't eaten for 2 minutes. Your thoughts?

I consider Survival games such as…Survival, should have a nourishment system. But you should not die after one day has past. But games such as Space Station 13 should not have that type of system. You should be more focused on role playing on a space station rather than worrying about your character getting weakened due to not eating.
Food itself is fine, but having to perform regular maintenance is a pain in the butt. I'd at least try to automate the process.

Meanwhile, something that you have to do so often should be of high importance so death isn't that unreasonable. If rogue-likes didn't end the game due to forms of starvation then I doubt people would bother with normal food at all.

Overall, I find food consumption cycles to be a way to slow players down. If that's what you need then there are probably more interesting ways to do it.
Depends on the type of game.

In rolepaying games it can be a bit annoying and entirely useless. But in games were the objective is to survive for example (maybe on a deserted island, or a zombie invasion or whatever) I don't see why it shouldn't be implamented.

Also, if it is implamented then it shouldn't be done in a retarded way, such as having some tiny number to represent hunger that if you don't constantly monitor you will just randomly drop dead. Warnings when you are getting hugry (even if it is just "your stomach growls") and maybe even things such as collapsing from hunger when you are close to death would be much better if you ask me!
Ultima III: Exodus (just Exodus Ultima on the NES) had a wicked awesome system. You bought groceries, and over time your groceries would decrease. When your groceries ran out, your health would decrease at the same rate.

It was purely automatic and you could build up as much supply as you wanted (to a certain limit). This system wouldn't work for a dedicated roleplaying game, of course, because there's a certain amount of bodily simulation that people expect from a roleplaying game.

Nonetheless, if surviving (as in "against wilderness", not as in "against horror or terror") is not the central focus of the game, eating should be simplified unless it is detailed enough to make players want to do it. For instance, being able to cook meals, receiving different bonuses depending on the types of food consumed, having the ability to produce different qualities of meals, etc. If food is a chore, players will hate it. If food is an entertaining experience, players will enjoy it.

Perhaps the most important question you need to ask yourself (which is true of anything you add to a game): what gameplay purpose does eating serve? Does eating serve to drain the player's resources? Does eating force the player to keep within contact of civilisation? Does eating act as a driving force that discourages conservative gameplay, causing the player to have to delve deeper into the dungeon in order to gather more food before starving?

See also: http://roguebasin.roguelikedevelopment.org/ index.php?title=The_Role_of_Hunger
In response to 172.16.0.1
That's why I made a system of food that you don't have to eat if you don't want to with no bad effects but if you do you can role play with it and even poison it, this is for ss13.
If it literally only takes 2 minutes to starve to death thats not something that would make me want to play a game, especially if there are big losses of gold or experience when you die.

If the game has a time system, then it should take about a realistic amount of time for players to starve. Dying of thirst happens alot faster than dying of hunger.

Things like dying of thirst while swimming in a fresh water lake are so silly that its hard to take any game with that kind of logic seriously.
In response to Hork
Hork wrote:
If the game has a time system, then it should take about a realistic amount of time for players to starve. Dying of thirst happens alot faster than dying of hunger.

So if you have a game with sped-up time. Say, one week per minute, you'd want to have to drink every 10 seconds or become dehydrated?
Darkmag1c1an11 wrote:
"Captain! There's a breach in the hull!"

"I'll handle it in a bit, I gotta eat or I'll die."

That reminds me of Dwarf Fortress.

"Urist, there are goblins invading!"

"I'll fight 'em later. I gotta have me a plump helmet or I'll die."