I keep seeing these statements made that this feature of the game is not "realistic" or that type of gameplay breaks "immersion" for me.
The gameplay overall is rooted in fantasy. How else would you be able to carry that 4x4 in your backpack or how else could trees grow overnight. Magical candy anyone?
A game like Green Hell aims for realism above all else. If you build a campfire in the open and it rains, yup, rain gonna put it out. You can only carry so much weight in your backpack before you can barely move.
So I'm wondering how much of the gameplay are people expecting to be rooted in "realism" while its ok for the rest of it to be pure fantasy. 50/50? 80/20?
As players we tend to conflate realism, immersion, internal game logic, and suspension of disbelief. Each plays a different role in how the game is experienced and "feels".
Realism
Examples: Characters need food and hydration. Weapons and tools degrade with use. Any container can be used to collect water.
Breakdowns: Inventory is a magic weightless backpack. Healing instantly (more or less) by consuming food or meds. Farming output is too fast. Realism can add tension and survival pressure, but too much (overly-complex crafting or harsh penalties) frustrates players. In the Survival game world, there needs to be a way to recover from bad situations.
Immersion
Examples: The day/night cycle creates dread. Sound cues makes characters feel hunted. The "ruined" world sells the aocalypse. Zombie Lore and easter eggs.
Breakdowns: Janky Zombie AI (trigger points, block preference, destroy area). Clunky animations and unfinished models and animations (food and guns).
Mechanics don’t have to be realistic to be immersive — they just need to stay consistent with the world’s tone and lore.
Internal Game Logic
Examples: Zombies always spawn on Blood Moon and seek the player. Base-building follows some structural integrity rules.
Breakdowns: Zombies sometimes fail to target the player properly. Traders are invincible safe zones with invisible economies. Weather looks dramatic but has no game play impact.
Inconsistency hurts more than lack of realism. When the game breaks its own rules (zombies behave unpredictably) players can feel cheated. Especially, if it goes against both game logic and realism.
Suspension of Disbelief
Examples: Players accept zombies as a threat even though they aren’t realistic. Magic backpack, magic candy, and other deviations are tolerated because it keeps the game flowing. Traders existing in an apocalypse is “odd,” but players allow it because it supports progression.
Breakdowns: When mechanics contradict both realism and internal logic, the illusion fails — e.g., zombies knowing your exact location through solid walls, or digging randomly in ways that feel nonsensical. Overly gamey systems (like magazines, and loot ceilings) can remind players they’re playing a system, not surviving a world.
Suspension of disbelief is a player’s willingness to buy into the fiction of the game lore, even when things aren’t realistic. As long as mechanics are consistent and don’t undermine immersion, players are happy to let things slide. Break that trust, though, and frustration sets in fast.