The way sprains are currently implemented is, as the title suggest, anti-fun.
Let's define anti-fun vs challenging, just so it's clear what I mean. Anti-fun gameplay is gameplay that is designed to simply not allow fun, often done unintentionally of course. This can be due to challenge, or due to mechanics, or other means. Challenging gameplay is not necessarily unfun, and can in fact be more fun, through added challenges or obstacles the player needs to overcome.
The way sprains are currently designed is anti-fun, due mostly to the penalty received to the heal timer. Performing very simple (and sometimes necessary) actions such as running, jumping, falling a block, swinging/firing a weapon, or using a tool all add a hefty increase to the timer in order for you to heal. Ten minutes may not seem like a long time, but in-game it's often 1/6th of your day, even less of your available daytime. The simple act of dropping from a single block height increases the timer by a hefty 30 seconds. Put simply: Your actions are impaired and you are simply unable to heal if you want to continue to perform normal actions. Because of this, you're incentivized to spend 10 minutes doing nearly nothing at all. Ergo, anti-fun.
Compare this to bone breaks. When a bone is broken, you can apply a splint or a cast. That splint or cast is applied nearly instantly, and you are then able to continue performing actions. They will be hindered, and so half the challenge lies in not getting broken limbs, while the other half lies in playing around your hindered condition while broken. The timer will count down, and eventually you'll heal. No penalty for continuing to play and do things necessary to enjoy the game. Added challenge that improves fun by forcing us to avoid poor choices, or deal with the consequences when they occur.
Sprains don't need to be removed, however my suggestion would be to severely reduce the penalty or, better yet, to remove it altogether, even if that means compensating with some other negative effect.
Let's define anti-fun vs challenging, just so it's clear what I mean. Anti-fun gameplay is gameplay that is designed to simply not allow fun, often done unintentionally of course. This can be due to challenge, or due to mechanics, or other means. Challenging gameplay is not necessarily unfun, and can in fact be more fun, through added challenges or obstacles the player needs to overcome.
The way sprains are currently designed is anti-fun, due mostly to the penalty received to the heal timer. Performing very simple (and sometimes necessary) actions such as running, jumping, falling a block, swinging/firing a weapon, or using a tool all add a hefty increase to the timer in order for you to heal. Ten minutes may not seem like a long time, but in-game it's often 1/6th of your day, even less of your available daytime. The simple act of dropping from a single block height increases the timer by a hefty 30 seconds. Put simply: Your actions are impaired and you are simply unable to heal if you want to continue to perform normal actions. Because of this, you're incentivized to spend 10 minutes doing nearly nothing at all. Ergo, anti-fun.
Compare this to bone breaks. When a bone is broken, you can apply a splint or a cast. That splint or cast is applied nearly instantly, and you are then able to continue performing actions. They will be hindered, and so half the challenge lies in not getting broken limbs, while the other half lies in playing around your hindered condition while broken. The timer will count down, and eventually you'll heal. No penalty for continuing to play and do things necessary to enjoy the game. Added challenge that improves fun by forcing us to avoid poor choices, or deal with the consequences when they occur.
Sprains don't need to be removed, however my suggestion would be to severely reduce the penalty or, better yet, to remove it altogether, even if that means compensating with some other negative effect.