I picked realism, but I'm honestly a bit fuzzy on the subject because it depends on context. Ideally I'd like to see a balance of realism made convenient, if possible.
I love some well-simulated realism, but not to the point that it makes a game mechanic tedious without further purpose. More often than not though, I'm more concerned with realistic consistency and logic rather than "realism" on it's own.
A typical fantasy universe has sorcery and dragons, two things completely unrealistic. But if the arcane powers and monsters have their own established "rules" on how they work, and it makes sense within the context of the game universe, then it's all good.
Things like laws of physics within the game world (gravity'n sh*t) versus weapon size and weight. As well as whether or not anything unexplainable can be written off with "magic did it", or if magic actually has some kind of recognizable consistency in it's own functionality. Stuff like that, if that makes sense.
At the same time, convinent mechanics and controls are undeniably important. But things can also get too convenient, worst case scenario, limiting player interaction. I think if you can make a meaningful mechanic out of simulating realism, it should be done. Again though, this really depends on context, what kind of game it is and what the objective of it is etc.
A fast-paced arena shooter wouldn't benefit from having realistic hunger/food conditions, like a puzzle game wouldn't benefit from realistic "skill"/physics based picking up, turning and placing of the pieces. It would only add redundancy with no real gains from good mastery of the controls.
I love some well-simulated realism, but not to the point that it makes a game mechanic tedious without further purpose. More often than not though, I'm more concerned with realistic consistency and logic rather than "realism" on it's own.
A typical fantasy universe has sorcery and dragons, two things completely unrealistic. But if the arcane powers and monsters have their own established "rules" on how they work, and it makes sense within the context of the game universe, then it's all good.
Things like laws of physics within the game world (gravity'n sh*t) versus weapon size and weight. As well as whether or not anything unexplainable can be written off with "magic did it", or if magic actually has some kind of recognizable consistency in it's own functionality. Stuff like that, if that makes sense.
At the same time, convinent mechanics and controls are undeniably important. But things can also get too convenient, worst case scenario, limiting player interaction. I think if you can make a meaningful mechanic out of simulating realism, it should be done. Again though, this really depends on context, what kind of game it is and what the objective of it is etc.
A fast-paced arena shooter wouldn't benefit from having realistic hunger/food conditions, like a puzzle game wouldn't benefit from realistic "skill"/physics based picking up, turning and placing of the pieces. It would only add redundancy with no real gains from good mastery of the controls.