- Mar 14, 2014
- Reaction score
- First Language
I think the important thing is to create a self-consistent world. You're right; it doesn't need to be a precise 1:1 match to reality. After all, we certainly can't cast magic spells like characters often can in RPGs.Here's the thing that i'd hate to tell you, but it's a known fact.
This is a game. Not real life.
I don't know why, but almost every single person criticizes a game because it doesn't look realistic, or it doesn't look like anything normal from around here.
WHAT IF carpets in that world actually looked like that? Looked more creative? Pretty much nobody here is an architect. His map DOES NOT have to follow the rules of medieval architecture. "Carpets don't work like that". What if I told you that it's very possible to make carpets that look like that? Sure, it'd have to be a super huge carpet, and it'd take a lot of time, including the fact that nobody would really do it, but it's 100% possible.
Sorry, but it's called an imagination. A video game. Not Science on Earth.
Certainly, it's quite possible to make a world where, say, carpets are spun naturally by, say, magical Carpet Spiders, so they are cheap and readily available. But I think it's important that anything which significantly deviates from reality has a reason.
To me, the goal is to make a fun game within a world which is self-consistent. But, I need to be careful because we all have implicit assumptions about how things look and act. Breaking those assumptions, without an excellent reason, can break the player's suspension of disbelief. And that can ruin a player's fun. So I try to avoid it.