What games have you played that have implemented fullness in a fun way? What makes some iterations of a fullness mechanic more fun than others? Is there an implementation of fullness that you haven’t seen yet and would like to see?
One particular idea I had of a fullness mechanic was basically a limiter on how many food buffs you could apply to your character at once. Lets say a character had a level one stomach, so they couldn’t eat all that much. They eat some fruit to boost their defense but can’t eat anymore. The time limit of the defense boost simulates digestion. Seems like really basic stuff, right?
But this could be developed further. Each individual food item would take up a different amount of space and digest at a different rate. There could be an ailment making the character feeling bloated, taking up valuable space they need for a food buff. Or they could swallow a drug that lasts for a very long time and takes up little space. Your character could overstuff yourself for an additional buff at the cost of lowered health. Maybe a spell could be cast that would make you digest slower so the buffs would last longer. There would be negative side effects to some powerful food buffs, such as lowering your speed in exchange for much more attack. If weight gain is a factor, individual food items would contribute to your character’s weight differently. Filling up on only rice is a whole lot different than filling up on only cake, right? How long the buff lasts for and its digestion could also be split, if incredibly hungry characters are your thing. For example level 1 digestion would digest the food for as long as the buff lasts, but something like a level 10 digestion would free up space fairly quickly but the buff doesn’t get any shorter.
By creating this kind of diversity there would be a lot more strategy than simply filling up your character until they are full. Combine this with cooking as a potential mechanic and you could basically make a diet simulator. The only downside to this system is the it only really works in a real-time based game, so Visual Novels are a no go.
Lots of games have handled fullness differently. Some it’s simply a reverse health bar. Others it’s a meter used for special moves that gradually decays. What are your guys’ thoughts on the matter?