For me, realism in a game is enjoyable to the point where I have to behave in a logical manner and in accordance with historical precedent. For example, I should have to manage my fuel so that I do not run out mid-patrol and can then just magically sidestep my poor management by hitting the escape key.
When realism becomes tedious then it takes away from the enjoyment of the game. In the game's original crew fatigue model I as commander of the boat have to micromanage my crew and put them to bed like the mother of a three year old. Since I am the captain on a boat full of adults, I would like such things to run automatically in the background. The only time I should be concerned is when the general morale and fatigue of the crew becomes operationally relevant. If I have been at sea for two months, then as the commander it should then be a factor in my decision making. Since the crew is getting worn down I may decide it is time to return to base.
I appreciate that some players would like the option of managing subsystems in the boat. I don't mind, as long as that sort of thing is optional. As the commander of the boat, it is not my duty to manipulate valves and dive planes. It takes the combined efforts of many crew members to operate the boat, I just have to give the appropriate orders.
If the balance can be achieved whereby I perform akin to historical commanders, then I think that the game succeeds. If I get my clock cleaned by trying to engage a destroyer in a gunnery duel, then I think that is realistic. Anything else is an arcade game.
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