Sylvius the Mad wrote...
I can only know where everything is in DAO if I have perfect knowledge of the contents of my inventory.
In NWN, everything I've sorted stays where I left it, relegating all of the other gear to an unsorted section. Any browsing of NWN's is limited to a subset of the inventory, and since that's the stuff you didn't sort that's there the junk loot is.
You have the same criteria in NWN (that of perfect knowledge). You've just compressed "junk lunk" into one broad class of entities where everything is interchangeable for the sake of chunkin it as a single space.
The hierarchy that you have mentally, though, is perfectly known.
I could happily sell everything that appeared on pages 4-6 of my NWN inventory without ever looking at it.
Because you know it is filled with one class of entity - "junk".
The difference between NWN and DA:O is not in what it allows you to do with the inventory; it is that it allows you to generate unique mental classifications for things. Once you have those, they function in practically indentical ways.
But not to use those items. That's what I was saying. Only an inventory management tast actually required inventory management. And those could be limited to parts of the game where the player wanted to do them
No, that's untrue. As I said before - for you to use the items in the BG/NWN menu
efficienctly as you defined it, you had to have a memorized mental map of your inventory. You can meet the same criterion in using your items in DA:O, if you have a memorized mental map. The structure of the inventory
only changes when new items are added.
In DAO, every inventory task requires inventory management.
No, it doesn't. Let me explain in broad terms:
DA:O has a set item classification and a set auto-sort.
For NWN, you've created an idiosyncratic item classification and auto-sort (pages 4-6 for junk loot, by having 1-3 as "filled" pre-organized grids).
Your idiosyncratic item classification system is easier for you to navigate, and requires less inventory management, for you. There is less inventory management
for you in
those games specifically because you have a system to reduce that management.
It is not hard to imagine a hypothetical person for who the relationship is opposite (that is, someone who scrolls quickly and rapidly and is poor at pre-planning inventory) that this person, just scrolling to a particular item in a particular tab is more efficient (measured in total time spent on inventory management in the game) in the DA:O system than in the NWN/BG grid.
In a nutshell, the problem with a lot of what you advocate is that you generally an idiosyncracy.
Why do you fear specificity? You've done this at least twice in the past few days.
I don't fear it - it's just valueless beyond a certain point. To put it in economic terms - the cost of acquiring it is significantly greater than the benefit of having it.
Things are the some only when they are the same. Being broadly similar isn't good enough.
That's just sloppy reasoning. If I define the same as "broadly similar" then I meet tautological definition.
You're going to object that "same" and "broadly similar" aren't the same thing, but that's where the entire debate is. You can't win it by saying "they're not the same, don't you
see?" because I quite obviously disagree with that.
It's the same as how I think your definition of knowledge and certainty are just vacuous.
Modifié par In Exile, 19 octobre 2010 - 07:47 .