Why Are Fishponds a Thing in Manor Lords? Players Weigh In!

It appears that Manor Lords has stirred up quite a vibrant conversation about whether fishponds should be incorporated into the game. A post by user These_Marionberry888 started the argument over why these man-made pools filled with fish are included as an intricate part of the game, when players could simply use rivers for their fishing needs instead. The feelings expressed in this matter seem to be a blend of intrigue and annoyance, as many gamers are questioning the reasoning behind it. Some wonder if fishponds are just unnecessary complexity or if they have a substantial role to play. Given the comments, opinions on this topic appear to run the gamut, much like the diverse types of fish one might catch.

Summary

  • Players are questioning the necessity of fishponds when rivers could provide a more realistic fishing mechanic.
  • Some believe fishponds are easier for developers to implement but may feel less authentic.
  • Historical context suggests that fishponds were common during medieval times, giving them a rationale for existence.
  • The game’s blend of historical elements and game mechanic compromises leads to mixed feelings about fish resource management.

The Great Fishpond Conundrum

One significant issue with the fishpond system in this game seems to be its unusual nature. The initial post raised questions about why fishponds are considered a natural resource on par with ore or berries in Manor Lords, when it appears more logical that a society like this would rely on naturally occurring rivers for their fish supply. Many find it humorous to question, “Why can’t you fish in the river?” which seems to be the sentiment of many players. This concept creates a disconnect, making it seem as though the game developers may have overlooked a more immersive approach to the game design.

There’s even a touch of humor in the pleas for river fishing – maybe they imagine themselves sailing through an intricately designed river landscape on a charming little boat, catching a massive trout. Instead, they find themselves looking at fish ponds that seem like a contrived method to tackle design challenges. It’s reasonable to think that incorporating river fishing would be more appealing to players, wouldn’t it?

Developer Dilemmas and Historical Insights

As the conversation unfolded, it became clear that some potential explanations were emerging as to why fishponds were situated over rivers instead of rivers themselves. One participant suggested that the intricacy of programming might have played a role in this choice, implying that coding for ponds was more straightforward compared to managing the logistics and ensuring only specific rivers housed fish. This observation underscores an unexpected outcome in video game development, where the pursuit of realism often butts heads with practical limitations.

Furthermore, the historical background was used as justification for fishponds. One statement even said, “It’s historically plausible.” Fishponds were prevalent in certain medieval societies, serving as controlled spaces to breed specific types of fish for consumption, similar to the Early Access phase of modern fish farming. Notably, Cistercian abbeys throughout Fraconia and lower Bavaria are said to have utilized extensive fishpond systems. Therefore, while some players might find it immersion-breaking in Manor Lords, they may also understand that the game offers a historical reference, hinting that sometimes realism encompasses the peculiarities of ancient culinary practices.

Game Mechanics and Realism Dialectic

As a gamer, I’ve noticed that many of us have concerns about the fishponds in this game, as they seem out of place in an otherwise authentic medieval setting we’re trying to immerse ourselves in. One player pointed out that the resource deposits in the game can feel overly ‘gamey,’ especially compared to other resources like berry bushes and ore mines. This fishing mechanic just doesn’t sit right with us, making it feel less realistic and more like a typical gaming element. While I understand that game mechanics sometimes require compromises, the oversimplification of fishponds seems to detract from the immersive experience we crave.

Players often expressed dissatisfaction, feeling “limited to one fishing spot” while other parts of the game seemed to showcase a deeply imagined, multi-faceted medieval setting. It’s as if they’ve reached a boundary, yearning for a more complex gaming experience that caters to the varied demands of a game centered around building prosperous societies. The feedback clearly demonstrates a strong appetite for authentic mechanics that reflect the daily challenges and victories experienced in medieval times.

The irony here is clear: as players delve into the intricate details of fishponds, they’re simultaneously aware that these developers aim to supply food. It’s essential, considering the large number of villagers who would likely go hungry without a fish industry. In this medieval setting, fish stew is practically a staple. So, as they banter with humor, critique, and historical allusions, their conversation becomes a pursuit for authenticity within the game mechanics itself.

Amidst the ongoing debate about fishponds, participants find themselves navigating the tension between savoring the game and addressing its practical aspects. Opinions on this topic range from bafflement to a deeper historical understanding, but there’s no denying the infectious energy around the discussion of game dynamics. It’s fascinating to witness players expressing their fervor for game design, combining humor with seriousness as they voice their expectations for their gaming journey. If the gods of fish are on our side and feedback from players is gathered effectively, developers might reconsider the philosophical aspects of fishponds—perhaps even providing boats! Until that moment, players can ponder the origins of their fishy companions while constructing their ideal medieval empires.

Read More

2025-04-17 06:29