It serves you right for not examining it more closely. What you describe is exactly the sort of thing I want. As long as none of these quests are on the main plot (thus breaking the game if the item is lost), this would be terrific.Wozearly wrote...
Ah, kinda have to disagree with you there. Depending on how the quest is done and how the mechanics work, that approach can be incredibly frustrating when you realise that the random clay bowl in your junk loot that you scrapped an hour ago is actually the incredible holy grail of Andraste which has now been lost because the vendor has long since sold it on beyond your reach (ie, its despawned from his inventory). All because you happened to get the quest later than you 'should' have done.
And this is why. If the PC doesn't have any reason to suspect an item is special, the game shouldn't use metagame information to tell the player that it is.That said, I don't overly like the idea of putting a massive sparkly "you don't know why, but this item is somehow important, let me put it in a part of your inventory that means you can't ever throw it away" because its immersion breaking if you don't already know its a quest item.
That was awful, and for more that just that reason (though that reason alone would have been sufficient to render it awful).And I really didn't like the "you've found a rare book that you know is rare because you just somehow do, and you psychically know that someone in an area of town you've never been to before is looking for this book and would really value you surreptitiously passing it to them. They'll identify themselves by a massive great arrow hovering over their head and an inexplicable entry in your journal".
Absolutely. Give every item a text description, and leave hints in that description about the plot worthiness (nothin too obvious, though) of that item.Although I'm not a huge fan of generic MMO mechanics, this is one of the odd things that has been done right in the past. Using the item description to be clear that there's something unusual about the object, or that you believe it has latent value, can be a halfway decent indicator even if you have no idea what it is or who might want it. Doubly so if you have somewhere to stash items for future retrieval that doesn't involve clogging up your inventory.
Again, I think this would give the player too much metagame information about his choices. There's no reason why a choice in conversation is any more of a roleplaying event than a choice when managing inventory is.I don't mind the odd facepalm moment where you realise that some throwaway decision you made can later come back to bite you, but IMO this is better done via decisions in questlines rather than decisions about your inventory.





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