Re: Swords are annoying
- From: Brendan Guild <dont@xxxxxxx>
- Date: Sat, 28 Apr 2007 08:55:19 GMT
Billy Bissette <baines@xxxxxxxxxxxxxx> wrote in
news:Xns991F1705D9508whatcholookinat@xxxxxxxxxxxxxxx:
A complete list of what can be imagined sounds highly
impractical. Limiting yourself to "realistic" properties can
produce an extremely long list. Adding fantasy (magical or just
"heroic" abilities) effects as well as game engine-based effects
may make such a list nigh infinite.
I have doubts about that. I am not talking about all the imaginable
weapons; I am talking about all the imaginable advantages for weapons
in a roguelike game, and that is a far more limited collection.
For example, there is surely a vast number of sword designs in the
world and an infinite number of imaginable designs, each with their
own distinct advantages in real life, but in a roguelike games those
differences might be nothing more than a different number in the
attack modifier.
For example, a whip can double as a garrotte, but how many games
would actually benefit from that detail?
This is a similar example. I know the difference between using a whip
and as a whip and using it as a garrote in life, but what is the
difference in a roguelike game? We could probably come up with
something but it is far less simple than seeing the difference in
real life.
What is imaginable in real weapons and what is imaginable in a
roguelike game are very different things. Though I am not certain, I
strongly suspect that the imaginable weapon features in a roguelike
are listable.
.
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