Quote from: bbqftw on August 14, 2018, 02:42:09 PM
With writing, there is a concept that you should be as concise as possible. Similarly, with games, you should not add complexity for complexity (or realisms) sake.
The reason meat processing works is because there are interactions and meaningful choices at every step.
You have an animal corpse. You could eat it directly. This has different benefits and penalties depending on your game state (character traits + incapabilities, your need for leather, your acceptance of a nutrition efficiency hit for speed, your mental break status).
There's less play with butchering, but there are still some choices (in NB butchering spot vs table is also relevant). Practically it provides a space optimization challenge as most high value corpses butcher to multiple stacks.
Finally with cooking you have options for nutrition efficiency/spoilage/mood. With different game states, there are different choices that are optimal. This is probably the step with the most thought involved, and it is the most interesting since unlike the rest of the steps, the solution is not often obvious.
Whether by intent or by accident, its not needless complexity.
In fact, some of the most elegant mechanics in this game are simple - like the zzt event.
You make the argument of realism and inconsistency in a fantasy abstracted world, and frankly realism is worthless without being connected to meaningful gameplay. Your examples don't lead to more meaningful choice, only more tedium.
This right here. If it doesn't add a meaningful choice to gameplay why should we bother with a tedious step? All steel ore would have to be refined for use so why include refining? Stone chunks provide quick and useful cover aside form being a building material source.