4 ms·
once you learn that term, you see it everywhere in games. Two that always bug me: - game narrative introduces urgency (“we have to hurry up and catch X before
by parpfish 2y ago
once you learn that term, you see it everywhere in games.
Two that always bug me:
- game narrative introduces urgency (“we have to hurry up and catch X before it’s too late!”), but time doesn’t matter at all. And in fact you’re encouraged to grind away on sidequest and collect items before continuing that urgent main story
- early game has a city surrounded by weak monsters and some local needs you to hunt down a few that have been bothering them. two towns over there’s another town of normal people surrounded by monsters 100x stronger but they don’t care or need your help.
- Ekaros 2y agoNow I started to think about economy and value of money... I detest the simple currency system and especially using gold as any unit of currency. While having it laughably cheap... But in context dissonance the price scaling is just weird when you start to think about, just how rich comparatively the people in later areas are? Why isn't there any people who retired? Just bring that pile of gold even from middle game area to starter area and well you have enough money for rest of your live...
- deleted 2y ago[deleted]
- crooked-v 2y agoThe urgency thing immediately makes me think of Cyberpunk 2077. The initial quest line sets it up that you must fix TERRIBLE_NARRATIVE_PROBLEM or you will die in a couple of weeks, but in fact passage of time doesn't matter at all and if you just follow the main quest line with the urgency the narrative demands of you, you'll miss 90% of the game's content and probably have a really terrible time because you'll be underpowered compared to all the end boss stuff.