ibex333
Diamond Member
- Mar 26, 2005
- 4,092
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Apparently you aren't, since difficulty doesn't require "extra rewards" to justify it. The idea is to present more of a challenge, give the player more to do. "Extra rewards" are the opposite of increased difficulty.
Food gives you a reason to care about cooking beyond healing items, diseases similarly have you concerned about crafting or finding antibiotics. It's another variable, and more reasons to craft things. Sleep doesn't seem so pressing by comparison, but it does interact with the adrenaline bonus and also brings on hunger as you're passing time.
Limited saving - the idea's mainly to encourage ironman play rather than creepsaving. Limited saving means more of a penalty for death, which in turn makes for more cautious, tactical play. Unfortunately it's indifferently implemented, since it should really allow you to save and exit, and "only when you sleep" is too far between checkpoints.
Giving a player more to do just for the sake of doing more is just grinding. This "more to do" must end in some sort of a reward, but if all it does it take up more of your time, you are essentially wasting your life on pointless grinding.