Flarnet
Liturgist
- Joined
- Jan 6, 2003
- Messages
- 106
I remember that they had some rudimentary form of dynamic prising in "Betrayal in Antara", but I can't remember much of it since I've been trying to delete the sections of my memory that holds those horribly wasted hours I spend on the game.
But it's too late for that. Pandoras box has been opened. And I blame every rpg developer for it. The idiot that hid an über-ring under the roots of a pine tree outside of the Friendly Arm's Inn in Baldur's Gate for instance did one thing and one thing only - he sentenced every player to zombie-like scanning of each and every pixel in every rpg they play from there on to eternity.
I remember reading a post mortem on Half-Life where the developers said that all the crates in the game were initially just there as props. They didn't contain anything. But during testing they were struck by the fact that every single person smashed each and every crate in the entire game looking for loot - even though there was NEVER anything in them. So they were left with no other choice than to fill the crates with loot. Pavlov indeed.
I would tackle this the only way it can be tackled. By not having any containers, bookshelfs, drawers, desks, barrels, hollow trees, loose stones etc. Or practically none anyway. The mega-loot should be in hidden areas which your thief should detect (automatically thank you very much - why the hell do I have to tell my thief to "keep your eyes open" after every fight in IE games? Are thiefs inherently daft?).
It then makes such an act much more convoluted, and so the stigma becomes, "do it if you're desperate, but don't feel obliged to check every barrel just because that's what the developer intended.
But it's too late for that. Pandoras box has been opened. And I blame every rpg developer for it. The idiot that hid an über-ring under the roots of a pine tree outside of the Friendly Arm's Inn in Baldur's Gate for instance did one thing and one thing only - he sentenced every player to zombie-like scanning of each and every pixel in every rpg they play from there on to eternity.
I remember reading a post mortem on Half-Life where the developers said that all the crates in the game were initially just there as props. They didn't contain anything. But during testing they were struck by the fact that every single person smashed each and every crate in the entire game looking for loot - even though there was NEVER anything in them. So they were left with no other choice than to fill the crates with loot. Pavlov indeed.
I would tackle this the only way it can be tackled. By not having any containers, bookshelfs, drawers, desks, barrels, hollow trees, loose stones etc. Or practically none anyway. The mega-loot should be in hidden areas which your thief should detect (automatically thank you very much - why the hell do I have to tell my thief to "keep your eyes open" after every fight in IE games? Are thiefs inherently daft?).