gurugeorge
Arcane
Query re. game design, thought it related more to this sub-forum than the others.
I was just playing Encased there and vaguely thinking, "Man there's not much ammo for sale in this game, I guess they just assume that you'll be crafting some - but I haven't gone down crafting at all hardly."
I don't know whether that's right or not (I'm not far into the game and haven't really looked at it, maybe ammo is simple enough to craft with just a low level of the relevant skills and I just have to look into it more carefully, or maybe it's balanced right and I'm just being too profligate with ammo), but it got me thinking something I've often thought.
When you create a character, why don't developers have it so that the game has more junk related to the build you've made, instead of cluttering up the game with stuff that's potentially relevant to all choices, often leading to pointless searching for stuff that you have to lug about and sell, which then (I should think) puts weird constraints on the economy, plus also takes up inventory space that could more fruitfully be taken up with stuff that's relevant to your gameplay style, thereby forcing you to make relevant choices at that level.
A game is after all merely an illusion of a virtual world, a Potemkin virtual world, it isn't itself (or can't be without a hell of a lot more work, I should imagine) an actual simulated world that notionally goes about its business even when you're not interacting with it. Why isn't the illusion more dynamically tailored to your build choices (and even story choices too, to some extent, as per the intention behind Daggerfall), to your interaction with it at point of contact?
I mean, sure, being disappointed sometimes is part of overall gameplay, it has to be, at all levels. But I often feel there's a lot of waste and irrelevancy in RPGs. The game could be streamlined in good ways around this, so that you "get to the bit" without having to labour through irrelevance so much.
e.g., if you build a character a certain way, why can't the loot tables instantly be tailored around your choices, the percentages shuffled behind the scenes (as it were)?
Or does that happen already in some games, and I just don't notice it?
I was just playing Encased there and vaguely thinking, "Man there's not much ammo for sale in this game, I guess they just assume that you'll be crafting some - but I haven't gone down crafting at all hardly."
I don't know whether that's right or not (I'm not far into the game and haven't really looked at it, maybe ammo is simple enough to craft with just a low level of the relevant skills and I just have to look into it more carefully, or maybe it's balanced right and I'm just being too profligate with ammo), but it got me thinking something I've often thought.
When you create a character, why don't developers have it so that the game has more junk related to the build you've made, instead of cluttering up the game with stuff that's potentially relevant to all choices, often leading to pointless searching for stuff that you have to lug about and sell, which then (I should think) puts weird constraints on the economy, plus also takes up inventory space that could more fruitfully be taken up with stuff that's relevant to your gameplay style, thereby forcing you to make relevant choices at that level.
A game is after all merely an illusion of a virtual world, a Potemkin virtual world, it isn't itself (or can't be without a hell of a lot more work, I should imagine) an actual simulated world that notionally goes about its business even when you're not interacting with it. Why isn't the illusion more dynamically tailored to your build choices (and even story choices too, to some extent, as per the intention behind Daggerfall), to your interaction with it at point of contact?
I mean, sure, being disappointed sometimes is part of overall gameplay, it has to be, at all levels. But I often feel there's a lot of waste and irrelevancy in RPGs. The game could be streamlined in good ways around this, so that you "get to the bit" without having to labour through irrelevance so much.
e.g., if you build a character a certain way, why can't the loot tables instantly be tailored around your choices, the percentages shuffled behind the scenes (as it were)?
Or does that happen already in some games, and I just don't notice it?