I mean... That is literally true.Doesn't make much sense to me... It's like saying BG3 is an RPG so combat aren't the main gameplay and so doesn't have to be turn based.
Nothing about BG3 necessitates its combat to be turn based. Heck, it's not even like any other BG titles are... BG 1 & 2 are RTwP and Dark Alliance 1 & 2 (And the crappy reboot) are ARPG...
That they have some element of impacting the RPG side of things (Especially when it comes to NPC interactions) doesn't mean they're not still suvival mechanics.Survival elements in KCD 2 aren't just here for "survival", they are a part of the RPG.
Nor does it stop them from being side mechanics - Not when the main things you get pushed into doing in the game are quests.
Which is your opinion.I don't think they too frequent in the game...
My opinion is they are, or can be, too frequent. Especially how quickly Henry gets dirty for seemingly no reason. Which can get super annoying when you're just wandering around trying to talk to people but have to continually find places to wash because you get filthy by merely existing...
Also keep in mind, at this point in my comment I was talking about games in general, not just KCD. There are many games that feature these types of mechanics and they usually end up occuring way too frequently to the point of annoyance.
Things like in Fallout: New Vegas, weapons are apparently made out of paper mache with how quickly they disintegrate. In the recent S.T.A.L.K.E.R. 2 game their guns start jamming after like 10 shots rather than the 1000+ their real life equivalents take... You have bunches of "Suvival" slop games where hunger and thirst are so bad you don't get to do much other than hunt for food/water endlessly.
Even if these are "Once a day" things... Typical video game day/night cycles are around 15-20 minutes. Meaning these are things you have to do every few minutes of gameplay. Though often these things are tied to merely a few in-game hours, meaning they occur every 5-10 minutes...
Which is one of the issues with "Survival" mechanics in video games. Game universes are condensed down to be more practical for the average users game time. This means that survival mechanics are also condensed in order to be somewhat "Logical", this vastly increases their overall impact on gameplay.
This is where the whole "Penalties" vs "Benefits" aspect comes in for RPG's. Penalties for not interacting with these things, means players have to interact with these systems and do so as frequently as they occur. Benefits for interacting with these things means players can simply ignore them if they wish, but have an extra incentive (Beyond just RPing) to interact with them.
In addtion, there is the factor of how obtrusive such interactions are. For example, having to go back to an apartment in CP2077 to shower/sleep every in-game day (Or rather, night) will detract a lot from normal gameplay (Especially if someone doesn't quickly buy every additional apartment across the city). While eating food once a day isn't so bad because there are vendors all over the place as well as the ability to carry around tons of food (But then it doesn't add much to the immersion if all it will normally equate to is every few minutes of gameplay, you open your inventory and click on a few food items. Due to video game characters innate ability to conusme hundreds of cheese wheels in an instant)
At the end of the day, it's all about balancing immersion vs annoyance. Not just for "Survival" mechanics, but many other "Realism" based features.


