Human Shield
Augur
The number of items in RPGs are massive. Is stuffing them all in a grid still the best way? What descriptions are needed? Are weight systems nice? What should merchants really care about?
Maybe it is just from playing Arcanum again but I feel weird carrying around large and small springs, rags, old bottles. Feels like I am missing the old shopping cart to put it all in. Even when I tried the demo for Geneforge 2 I hated seeing all this trash in containers. I also have a hard time getting into Wasteland while I am carrying around these items that I'm not so sure I need.
Shouldn't my character have an idea of what is useful? I like item descriptions. I don't really need the history of some mundane item but I want to know more then just "large gears". If my character has a good merchant or barter skill, I would like to know the value of it, which people in my travels want items like these. If my character has a high intellience I would like to see possiblities for its uses. And I like to see all possible stats for a weapon.
Is a grid and weight system the best for gameplay? Is a volume system possible? How should one carry all this stuff?
What should merchants be in the gameworld? Locations in which all of your unneeded items turn to gold? Should they have a set amount of gold that gets magically restored? What about using a form of credit, should they be better at bartering or lower their prices after a compliment, should they have some items have a flat price, where should their items be stored, what about aunctions?
Well that is a lot of questions but I would like some discussion on the topic.
Maybe it is just from playing Arcanum again but I feel weird carrying around large and small springs, rags, old bottles. Feels like I am missing the old shopping cart to put it all in. Even when I tried the demo for Geneforge 2 I hated seeing all this trash in containers. I also have a hard time getting into Wasteland while I am carrying around these items that I'm not so sure I need.
Shouldn't my character have an idea of what is useful? I like item descriptions. I don't really need the history of some mundane item but I want to know more then just "large gears". If my character has a good merchant or barter skill, I would like to know the value of it, which people in my travels want items like these. If my character has a high intellience I would like to see possiblities for its uses. And I like to see all possible stats for a weapon.
Is a grid and weight system the best for gameplay? Is a volume system possible? How should one carry all this stuff?
What should merchants be in the gameworld? Locations in which all of your unneeded items turn to gold? Should they have a set amount of gold that gets magically restored? What about using a form of credit, should they be better at bartering or lower their prices after a compliment, should they have some items have a flat price, where should their items be stored, what about aunctions?
Well that is a lot of questions but I would like some discussion on the topic.