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THOSE ASPECTS IN GAMING YOU'VE ALWAYS WONDERED ABOUT?
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Why people are mostly so friendly and talkative after I enter their home uninvited and steal whatever stuff they have laying around.
Why do people always trust you to fetch there shit, and why can't they do it themselves?
"My neighbor, right over there, see him? Right there, has my pot. Can you get it? Only then will I give you the key that will save the world"
Why in an FPS you're always blind in one eye?
Where do skeletons hide their loot, especially gold?
"You found 200 Gil in this vase!" WHO PUT IT THERE!?
You all know what I'm talking about, those random aspects in games that just seem stupid, yet you just know it's only a game. These are just the ones from the top of my head, I'm sure we can think of more.
Why do people always trust you to fetch there shit, and why can't they do it themselves?
"My neighbor, right over there, see him? Right there, has my pot. Can you get it? Only then will I give you the key that will save the world"
Why in an FPS you're always blind in one eye?
Where do skeletons hide their loot, especially gold?
"You found 200 Gil in this vase!" WHO PUT IT THERE!?
You all know what I'm talking about, those random aspects in games that just seem stupid, yet you just know it's only a game. These are just the ones from the top of my head, I'm sure we can think of more.
I think there are whole sites on the subject but :
How come I can talk, walk, run, smile, if necessary, when, in fact, I'M DEAD.
Why am I always SO unlucky as to be born in the town where the blacksmith sells the worst weapons of the whole country (wonder how he manages to sell them at all?)??
How fast do you have to be (and lucky) to manage to lift the top of the delicate glass bottle of potion (and why don't I ever leave some for the others) drink the whole thing (where did the bottle go?) and this in the middle of the most furious and dangerous battles?
How come I can talk, walk, run, smile, if necessary, when, in fact, I'M DEAD.
Why am I always SO unlucky as to be born in the town where the blacksmith sells the worst weapons of the whole country (wonder how he manages to sell them at all?)??
How fast do you have to be (and lucky) to manage to lift the top of the delicate glass bottle of potion (and why don't I ever leave some for the others) drink the whole thing (where did the bottle go?) and this in the middle of the most furious and dangerous battles?
Hmm... But in reality these things are near necessary, or the gameplay would suffer. You would end up with another Romance of the three kingdoms, style game wherin they try to make it insanely realistic as far as the game goes, but unless you want to play a game by balancing stats (Grah Pokemon!), the game is no longer fun. So, let the story take a blow, drink your potions in time, and keep finding all that gil in a pocket. You know you like it, like how tails never dies in sonic games.
author=facesforceAnd they make him the sidekick.
You know you like it, like how tails never dies in sonic games.
I know what you're getting at. I mean strictly from a practical stand-point, placing gold in treasure chests is to reward and encourage the player to explore new environments in the game. It doesn't really need a reason. It just serves as part of the interactive experience between the player and the game. It's a classic video game designing technique that spans across multiple genres over the years.
- Why are there no bathrooms in most RPGs' houses?
- Why can't I destroy a locked door with a powerful explosive or spell instead of finding a silly key?
- Why can't I destroy a locked door with a powerful explosive or spell instead of finding a silly key?
Oh, I got a few that, if addressed, won't make the game any worse than it might already be:
-Selling potions to a merchant that specializes in selling armor and so on. Addressing this one, at this point, should be freakin' child's play.
-Infinitely spawning RPG battle encounters/enemies, random or otherwise. And most of you keep asking why battles in general tend to get boring after a while along with getting tired of level grinding.
-Spells not doing any damage to the environment. This one's a lot trickier even though the obvious solution is to not have cataclysmic spells at all. Also, spells that depict forces from above being cast in indoor areas will be lumped with this.
-An RPG about deeper psychological intrigue (or some other non-saving the world premise) that promises not to turn characters in demigods, but the game mechanics end up suggesting otherwise.
-Selling potions to a merchant that specializes in selling armor and so on. Addressing this one, at this point, should be freakin' child's play.
-Infinitely spawning RPG battle encounters/enemies, random or otherwise. And most of you keep asking why battles in general tend to get boring after a while along with getting tired of level grinding.
-Spells not doing any damage to the environment. This one's a lot trickier even though the obvious solution is to not have cataclysmic spells at all. Also, spells that depict forces from above being cast in indoor areas will be lumped with this.
-An RPG about deeper psychological intrigue (or some other non-saving the world premise) that promises not to turn characters in demigods, but the game mechanics end up suggesting otherwise.
How can an overweight plumber jump so high? (Also, whatever happened to Mario's girlfriend Pauline?)
While not what you expected when creating this topic... I have always wondered what process Nintendo used to design the dungeons in The Legend Zelda: LttP.
author=Melkino
- Why can't I destroy a locked door with a powerful explosive or spell instead of finding a silly key?
Play a mage in Arcanum.
Here's one for the ages:
If the whole point of the battle system is to actually use your head, why are you still rewarded EXP for only killing off the enemies?
If the whole point of the battle system is to actually use your head, why are you still rewarded EXP for only killing off the enemies?
-Where do the characters put their lots of items they pick up.
-how it's possible that a character can run and fight for 12 hours in row,
-Why many times the antagonist don't destroy the heroe the first time he see it(when the heroe doesn't even is lvl 2), but kill all in the town.
that's all that came up into my mind
-how it's possible that a character can run and fight for 12 hours in row,
-Why many times the antagonist don't destroy the heroe the first time he see it(when the heroe doesn't even is lvl 2), but kill all in the town.
that's all that came up into my mind
author=chana
Why am I always SO unlucky as to be born in the town where the blacksmith sells the worst weapons of the whole country (wonder how he manages to sell them at all?)??
HAHA I hate that, too
author=Tau
Saves the Citadel and later humanity, Still commander?
You'd think Shepard would be a God by now.
Why are random chests laying around?
Why are dungeons multiple levels underground?
Why is there a price for a potion that saves my life?
Who has enough time to think up, design, and construct a puzzle within a dungeon full of monsters?
Kinda like Yuna from FF10 and 10-2. In 10-2 you'd think people would stop battling her since she beat SIN but no. Everybody still fights her...
Or, if there's a a sequel to a game, you start out weaker than when the first game ended.
Or, if there's a a sequel to a game, you start out weaker than when the first game ended.
Adam Smith's revenge:
When faced with the impending apocalypse, late-game RPG vendors will still seek maximum profit from the hero, even though the hero's failure would ensure certain death.
When faced with the impending apocalypse, late-game RPG vendors will still seek maximum profit from the hero, even though the hero's failure would ensure certain death.
Why can't I hit on that hot evil chick and make her mine and I have to get stuck with this "love interest" that barely interests me.
Arbitrary Headcount Limit, in which you have eight or so characters and only four of them actually fight in battle. But wait, there's more....
Lazy Backup: If all the folks that are actually allowed to fight in battle get hosed, the reserves don't even bother stepping in. I'm pretty sure Edifice kicks this mechanic to the curb by actually letting fallen characters get replaced with the reserves.
Oh, and then there's the matter of healing and reviving. Resting at inn = health recovery, commonplace healing methods not being used on NPCs or the villain despite being spammed halfway to oblivion by the player characters, and only being considered dead for good when the plot says so.
Lazy Backup: If all the folks that are actually allowed to fight in battle get hosed, the reserves don't even bother stepping in. I'm pretty sure Edifice kicks this mechanic to the curb by actually letting fallen characters get replaced with the reserves.
Oh, and then there's the matter of healing and reviving. Resting at inn = health recovery, commonplace healing methods not being used on NPCs or the villain despite being spammed halfway to oblivion by the player characters, and only being considered dead for good when the plot says so.
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