egervari wrote...
That's not true though. If the game did not give the player an oppurtunity to ever go back to town, then I would agree with you. But the truth is, in most areas of the game, you have a chance to spend however much time as you would like to go in and out of a dungeon/location to sell off all of your junk. Since the player has this option, they would essentially be stupid to throw any of the junk away, as selling it is the superior choice - it has a + benefit to the player all the time.
Since this choice is actually a non-choice, it should either be automated, or designed in such a way to make the choice non-existant, or designed to make it more interesting.
In this case, they could remove junk items, and then make the costs of the uber-gear to be a lot cheaper. Problem solved.
Or, they could increase the inventory space.
Or, they could make it so you could not go back to town. I would hate this, but then hopefully they would balance the game so that you didn't have to sell your junk as much as you do in the current build of the game.
Or, you could devise a totally different system of economics. Like in etrian odyssey, you pick up lots of crap, but it's all stuff you can use to craft your gear. Maybe letting the player craft in a dungeon isn't such a bad thing either. There are lots of ways to make things more interesting.
Remember in old final fantasy games? We never had inventory problems. All the loot you wanted was either in shops, or located in specifically-located chests. Maybe that design was too simple, but you know what? It works.
I understand that you get these points, but I hope I'm getting through that this choice, as it is currently built, is actually not a good mechanic. It presents 1 superior choice and lots of horrible choices. It's not a real choice.
The thing is, though, there is the penalty for running back - a very long, boring, irritating walk back, that most (this is an assumption) people don't do. The game gives you an option to run back, if you wish to do so, however, if you want to push on instead, you must manage your inventory, that's why the system works. By "works", I mean, that's why I never feel the need to run back all the way through the level to hit a store, cause I know for a fact it is too boring/long for me to do so, so I pretty much completely ignore that I can go back, and simply focus on inventory management - I enjoy it, obviosuly, so in my view it's not a problem, it is something I enjoy.
I think the penatly of walking back is the very thing that makes people manage their inventory. People don't like to walk back/hardly ever do, thus you must do the tactical thing of inventory management. However, those who do make the choice of going back, can eventually sell all the tiems/make more gold/make that choice to get the most out of the dungeon - but it will take longer.
The balance is:
1. Continue on without going back = less gold, having to manage your items better, yet you will get through the dungeon faster, smoother, no back-tracking and no long, boring walks.
2. Walk back to sell, takes a long time, is boring, irritating, however you get the most bang for your buck out of the dungeon, and can rack up more gold at the end of the day.
I think it is a designer's choice of a trade-off, which would you want to do? I think that's the question/decision they chose.
At the end of the day, I just wish it could appeal to both of us (all of us), and things like toggle switches were implemented to keep it good for both parties.





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