That's not a nice little detail, that is a technical limitation of the engine (or potentially a bug), amusing as it might be.My absolute favourite little detail in a CRPG though was how in the Eye of the Beholder series you could throw a rock or spear down a corridor and chase after it and have it hit you the back of the head.
So much this, I hate when supposedly major cities cities (even in quasi-medieval setting they are supposed to be 10s of thousands) are reduced to a couple of buildings not even suggesting that there are more in a convincing manner. The only exception I think are ok, are in settings where cities are supposed to be just glorified villages - like in some postapo like Fallout 1. In the latter case making it ridiculously small can sometimes enhance the "correct" feeling that the word has been reduced to almost nothing. Otherwise, give me an illusion of size. This can be only really achieved through abstraction.This is why I prefer when cities in RPGs are just small sections of a larger city rather than scaling an entire "city" down to a couple roads and a dozen buildings.I enjoy when a game makes at the very least symbolic effort to pretend that what I see in-game is not the whole world. Makes it easier to immerse myself.
Boots of the Apostle, you meet a projection of Mara IIRCWhere was that?- Meeting a projection of a god on a random overhang in a cave
Wulf gives you a mysterious coin, I still don't know what it doesAma Nin, found underneath Berandas, is an avatar of Mara; rescuing her can be accomplished during the Imperial Cult quest to obtain the Boots of the Apostle.Where was that?- Meeting a projection of a god on a random overhang in a cave
Jon Hawker, found in Nammu, is an avatar of Zenithar; rescuing him can be accomplished during the Imperial Cult quest to obtain the Ring of the Wind.
Also, a possible avatar of Tiber Septim named Wulf can be met at Ghostgate during a stretch of the main quest.
Remember how Fable ... 3 (?) tried to show you the horrors of war or whatever, and did so by showing you nothing but a popup telling you about the number of people who died.So much this, I hate when supposedly major cities cities (even in quasi-medieval setting they are supposed to be 10s of thousands) are reduced to a couple of buildings not even suggesting that there are more in a convincing manner.
Succubi have their tits out.
https://rpgcodex.net/forums/threads/little-details-in-rpgs-that-annoy-you.142443/On the other hand, details that displease me: subbubi having weird demon feet instead of sexy human feet, or wearing footwear that completely covers their feet.
Ornaments and good art like this. Fuck minimalism.
You summed it up perfectly. I really wish indie companies start to ditch minimalism as an attempt to get more attention and revivalism. But new playerbase are zoomers and they have shit taste especially in art design.Only nowadays do we get ugly interfaces that look like they belong to Windows 10 rather than a fucking game.
But... In sci-fi games those UIs are skeumorphic.
Ornaments and good art like this. Fuck minimalism.
Skeumorphic UIs are an absolute treasure, and pretty much every game tried to have them as soon as the visual fidelity of computer graphics was good enough for it, i.e. the late 80s to early 90s.
Only nowadays do we get ugly interfaces that look like they belong to Windows 10 rather than a fucking game.
I like when doors aren't just a wall that you can lockpick. In The Magic Candle, you're expected to knock on someone's door, and then they won't let you in if you don't know who lives there. In The Dark Heart of Uukrul, you can listen at a door before deciding whether to go through.
Easy to say but not easy at all to make UI that works with like 10 different resolutions if not more if we're talking cross-platform.You summed it up perfectly. I really wish indie companies start to ditch minimalism as an attempt to get more attention and revivalism.Only nowadays do we get ugly interfaces that look like they belong to Windows 10 rather than a fucking game.
Good things are never easy. I don't think the main reason is resolution it's the change of the taste and mentality.Easy to say but not easy at all to make UI that works with like 10 different resolutions if not more if we're talking cross-platform.You summed it up perfectly. I really wish indie companies start to ditch minimalism as an attempt to get more attention and revivalism.Only nowadays do we get ugly interfaces that look like they belong to Windows 10 rather than a fucking game.
I like if there's special dialogue branch in case you've done already the quest which you're about to get.
Wulf giving the Old Man's Lucky Coin to the Nerevarine bestows the greater power "Luck of the Emperor", which fortifies luck 20 points for 2 minutes on self, although according to UESP this power is not connected to the coin itself in any way, so you would not lose anything by discarding or storing the coin.Wulf gives you a mysterious coin, I still don't know what it doesAma Nin, found underneath Berandas, is an avatar of Mara; rescuing her can be accomplished during the Imperial Cult quest to obtain the Boots of the Apostle.Where was that?- Meeting a projection of a god on a random overhang in a cave
Jon Hawker, found in Nammu, is an avatar of Zenithar; rescuing him can be accomplished during the Imperial Cult quest to obtain the Ring of the Wind.
Also, a possible avatar of Tiber Septim named Wulf can be met at Ghostgate during a stretch of the main quest.
I appreciated all the instances of racism in Arcanum. And no, I'm not trying to be an edge lord here. That stuff made the setting more beliveable.
That would depend on the kind of sci-fi. Starcraft Terran UI would be an example of skeuomorphic sci-fi UI that is more elaborate.But... In sci-fi games those UIs are skeumorphic.