I've been thinking about this quite a bit recently: at what point does realism actually start making a game worse?
Especially with simulation or management games, it's tempting to recreate everything as accurately as possible. Real systems are complicated though. They involve waiting around, repetitive tasks, things happening outside your control, and sometimes just... nothing happening for a while.
Obviously you can simplify all of that, but then there's the opposite problem where a "simulator" starts feeling more like an arcade game with a realistic theme.
I'm curious how other developers approach this.
Do you generally prioritise realism and then remove the parts that aren't fun, or build something fun first and add realism afterwards?
And have you ever implemented something realistically, played it, and immediately realised it was absolutely terrible gameplay?