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> For instance, if you don't model that the player can drop an object after finding it, you can't guarantee that they'll have it when they need it This was a p
by probably_wrong 9y ago
> For instance, if you don't model that the player can drop an object after finding it, you can't guarantee that they'll have it when they need it
This was a problem in the original Monkey Island: you could throw some leaflets in a fire, but you needed them in order to convince a local tribe to give you a key.