Xref: utzoo comp.sys.mac.games:1673 rec.games.misc:11978 Path: utzoo!utgpu!news-server.csri.toronto.edu!clyde.concordia.ca!uunet!cs.utexas.edu!rutgers!netnews.upenn.edu!eniac.seas.upenn.edu!lwl From: lwl@eniac.seas.upenn.edu (Lydia Leong) Newsgroups: comp.sys.mac.games,rec.games.misc Subject: Re: RPG opinions (was Re: Programmer...) Summary: Magic overkill and Inventory management Message-ID: <32224@netnews.upenn.edu> Date: 4 Nov 90 00:46:44 GMT References: <(cross-listed> <1990Nov3.234058.23166@magnus.ircc.ohio-state.edu> Sender: news@netnews.upenn.edu Reply-To: lwl@eniac.seas.upenn.edu (Lydia Leong) Organization: University of Pennsylvania Lines: 21 Interplay's Dragon Wars sets a good example to follow in the future. Dragon Wars utilizes a skill-based system. Granted, one needs to gain levels to get "skill points," but it is possible to have a character with just a few very high skills instead of a multi-skilled, well-rounded character. Magic spells must be found, and there are lots of surprises which are not level-dependent. Magic is relatively weak and fighters are NEVER useless. Origin's Ultima series also de-emphasizes magic. In Ultima V, there are certain spells not described in the rulebook which must be discovered by the player. Ultima VI players must buy the spells they want to use, so if it isn't useful, the player doesn't have to get it. I believe that inventory management - food, torches, and the like - is necessary in a truly excellent RPG. Well-implemented, it becomes part of the game world, enhancing rather than detracting from the gaming experience. Once again, look at Ultima VI. Here, players may fish for food, buy meat, or even buy flour and take it to a bakery and have it made into bread. This helps bring the world to life. Having unlimited resources is good in a dungeon hack 'n slash game, but not in a game where discovery is important. Anybody agree?