h a l f b a k e r yThis would work fine, except in terms of success.
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Already possible in QUAKE. |
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Alpha Centauri did something like this, at the end. Couldn't change anything, though. |
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There shouldn't be any "boring, experience building sections" in a CRPG. That's (in my opinion) a sign that the game is poorly designed. (Conversely, it's also a sign of poor design if any problem can be solved by wandering out into the wilderness to "level up.") |
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Fallout handles this well. You could go out in the desert and get experience killing rats and scorpions, but (1) you don't really need to, (2) it's a waste of ammo, and (3) your vault is running out of water while you waste time this way. |
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Fallout 1 was really well done. Fallapart 2 was so bad it crashed the cash register before I got it out of the store, then my car wouldn't start, and...A good idea poorly executed...— | StarChaser,
Jun 09 2001, last modified Jun 14 2001 |
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[admin: deleted link and two annotations complaining about it.] |
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There's a big difference between "boring to watch" and "boring to play". Imagine a RPG in which you levelled up by solving crossword puzzles. This could be very involving for the player who's trying to figure them out, but it would be immensely boring to stare at an unchanging grid in instant replay. |
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