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Almost every video game is a simulation to some extent. In games like lets say Super Mario World the whole game world does not make much sense at all but there are at least basic laws of physics in place like gravity.
Your standard sword & sorcery mmo on the other hand is much more based in reality. Everything is basically the same as in our world except there is magic and dragons and stuff. There is suspension of disbelief, but the world in itself makes sense. Magic is not just there but it influences many aspects of the world. Also not everything has to be diehard realistic but basically a sword is a sword and a guy us a guy.
But my point is that there are many game mechanics in place that are so blatantly unrealistic and contradict basic laws of physics or human endurance. Some are there for convenience and some are just here because it has always been that way I think.
My favourite one is the heath mechanic. This is really an important part in a game that evolves around fighting. Mmos borrow the concept of health points from D&D, and this is already an extreme simplified and artificial system. Mmos add to this that you replenish health absurdly fast. The character goes from near dead to full health in 5 seconds without any magic involved. I can’t see how this resembles someone having a sword run thought his shoulder in any way. It would be ok if there was at least an in game explanation for this. Imagine what impact it would have on the world if everyone was essentially like Wolverine.
Of course no one wants a diehard realistic system, but there must be a way to represent wounds in a way that at least make it recognisable what this mechanic resembles. Also there are no visible wounds or disability caused by being almost dead. The character is well up with 1 hp, and then he suddenly drops dead.
I have made a list of other mechanics that are also inconsistent in the same way:
I’m sure there are lots of other game mechanics like this but ill leave it with that for now.