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Viewpoints from the underbelly of the indie gaming industry.
rossmills
[info]gamedevelopers
[info]rossmills
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In an effort to get our thinking caps on, I wish to post a design quandry to you all.

Recently, I was moving through a dungeon in a certain roleplaying game, when I came across the quandry that my inventory became full halfway through an incredibly long dungeon which made me not want to drop anything OR trudge back to the nearest seller.

Now, this is a common problem in RPGs, FPSs, and many other games these days. The flat limit of "You have a ton of stuff and you can now have no more" alongside the "Our dungeons are epic and expansive".

There have been many possible remedies to this, including:
*Scroll of Town Portal, popping you back, temporarily, to a homestead
*Sending an NPC back to town to sell your items, losing their fighting ability while helping you keep going
*Light/Medium/Heavy Loads, giving increasing detriment as you continue up towards the heavy load, although this still pushes players to trudge back through the dungeon

So I ask you to brainstorm. If you were halfway through a "dungeon" (as in, any lengthy environment away from base camp/stores), what features can you come up with to help alleviate, temporarily or otherwise, the burden of trudging back to base AND dropping items mid-dungeon.
nnnslogan
[info]3dsmax
[info]nnnslogan
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User: [info]ggbenb
Name: Benjamin Bradley
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