Anurias wrote:I'll give you that the checkbox idea would be a good compromise, but I'm not convinced that it would be a good idea as food was built into the game's core mechanics, not just as a way to penalize someone that doesn't go hunting for food, but also as a way force players to make decisions on what to take with them when they can only carry so much. Turning off food means that you would no longer have to carry any food around, so you could instead carry around more ammunition for your bow or sling, carry more bombs or healing and energy potions, more ingredients, special charge weapons that you might not want to have equipped all the time but want to carry them around for their charge ability... All these decisions become less of an issue when you no longer have to carry around a crate full of food because you don't know if there will be a food source on the map you're exploring.
At the same time, some of the checkbox options do change the difficulty of the game in a similar degree which is the only real reason I'll give that it would be a good compromise. However, I still feel that anyone turning off food would be missing out on an important aspect of the game as it was designed to be played.
Well first of all, I'm glad we are finally able to have a good conversation together. Second, I do owe you an apology. When I went back and reviewed the fun in this thread I realize that you never actually insulted me; all you did was accuse me of "overthinking" - which felt like a judgement and attempt to derail the topic via red herring.
Normally that should never warrant a hostile response, but unfortunately it came during the peak moments where Dr. Disaster was hot for having someone use him as toilet paper; thus the wax-on/wax-off wiping frenzy practically treated friend as foe and spilled over on to you. That's no excuse but I do apologize for my poor behavior during our early exchanges.
Okay back on topic,
Yeah I can see where making food a Game Option might render it useless and possibly ostracize the dedicated dungeon crawler fans. I understand that with Grimrock 1, it is the true dungeon crawl gamers that had been waiting so long for something epic to finally redeem this forgotten genre, and they are the ones that openly supported the game. There's no doubt that the word-of-mouth promotion and rave reviews from these very fans lead to the near 1-million copies sold success. I am perfectly happy with the food element in Grimrock 1, and like I mentioned early... for Grimrock 2 I created the Walking Dead Party centered around the strategy of walking and eating.
Fast forward and there I am one evening, traveling through the Twig Tunnels in the same way shown in this video:
https://www.youtube.com/watch?v=UIIs7B0tlTk
I see the phrase, "Philosophers Stone," and I see a big boulder in a room with strange markings. Nothing really happens until I do what Anurias warns me about (do not fk'ing overthink); so I place something on the floor switch through the gate. I walk back in the room and O-M-F-G the room has transformed in to something never encountered in the original Grimrock. The room suddenly looked futuristic, and the sound effects were awesome. Right then I knew, "shit just to got real," and all RPG character building strategies went out the window: to hell with the crafting feature of Alchemists; to hell with how overpowered my Mino Barb is gonna be; to hell with planning for heavy weapon heaven via the Scythe; and to hell with strategizing all-you-can-eat buffets for my Ratling Farmer. I no longer cared about the RPG aspect of the game because I was immensely intrigued by the beauty of this room and its delivery of a puzzle.
Luckily Grimrock allows me to temporarily set aside the RPG aspect of the game in favor of focusing only on the puzzle intrigue. As I advanced deeper in to the game, the puzzles became harder, more complex, and more intriguing. And yes my overthinking increased as well but dont judge me. As the complexity increased, I then felt the desire to set aside another aspect of this game - the part that caused all the controversy in this thread: the food urgency that supports traditional dungeon crawlers.
But unlike my ability to temporarily ignore RPG elements like character building, I could not ignore dungeon crawler elements like food urgency. I know I probably sound like a broken record at this point, but the game is badass, I have no doubt there could be 10 more releases of Grimrock with each greater than its predecessor, and maybe I'm not the only one who had this silly yet colorful experience.
Cheers!