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Gamerasutra
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The Random RPG Design Question Thread
[quote name="Ice Cream Jonsey"]Hello, my name is Jonesy and I am making the greatest four-color game of all time. While I have used a lot of the posts from the CRPG Addict to gain an appreciation for things that enhance the RPG experience, the people I really care about are the readers and posters of Caltrops. I sometimes don't play games like other people -- for instance, there are reports on the XCOM forum that some of you are recruiting soldiers from Mexico and still leaving the keys to the Skyrangers right in the ignition. It's only the human race that's at stake, you kumbaya PC liberal scum; you'd think Beethoven, <i>David</i> and Arkanoid would be worth a sign-out sheet. Anyway, I have shitty instincts when it comes to games and I want this to be an approachable game. Perhaps this thread can also serve for a larger discussion on what does and doesn't work with RPGs. Take this thread in any direction you like, Christ we need the posts. <b>Here is my first question.</b> Some RPGs (Fallout) give you a manual that tell you what weapons and armor are in the game. Some RPGs give you info on the basic weapons (Wasteland). Some RPGs give you no info at all (Bard's Tale). The last two give the player the feeling of exploring and seeing something new, sure. But do players in 2012 want ALL the info in a manual? For ALL the weapons? Furthermore, I am thinking of implementing something like this for weapons and armor: >look at pistol The pistol takes standard rubber bullets. It can do damage between 4 and 8 hit points, with a bonus if your character has high social awareness. Is that cool? I can't see how not having to ALL the info is fun any more. I think people would prefer all the stats. ICJ[/quote]