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"An Idea For RPGs (Single-Player Type)."

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Sat 03/03/01 at 05:58
Regular
Posts: 787
This isn't so much an idea for a particular game itself, just a suggestion for things they might add into an RPG, any RPG.

It may seem like a small thing, but I've grown increasingly annoyed by items that have only one use. They pop up in Final Fantasy games and most other RPG systems, and it just seems lame that this *mystical* item can only be sold for 1 gold piece and thus have no alternative good point.

Here's the idea:

Let's say in a RPG, your character gets a hold of a particular key, one that opens a door to some secret chamber or something. Prior to reaching that chamber, you attempt to sell it to a shopkeeper. The shopkeeper's response is something like, "Afraid I can't see any use in that. It would be hard to sell." That's because it's obscure; he has no idea what it goes to, even the player's character might not even know.

Then, after having used it to open the door leading to the mystical Chamber of Hollows [whatever], you might go back to the shop and offer it up again. This time, he might offer you a great deal of money, since it was an artifact from some epic quest and it's become somewhat famous for it. In other words, by gaining ground in the RPG's story, you also open up opportunities to sell items that have since become useless to you.

Like I said, it's a small thing, but I think it might lend some sort of alternate support to advancement through the storyline.
Tue 24/04/01 at 16:14
Regular
"qwertyuiop!!"
Posts: 2,517
Games like Conker's BFD have eliminated that Prob!!
Sat 03/03/01 at 05:58
Posts: 0
This isn't so much an idea for a particular game itself, just a suggestion for things they might add into an RPG, any RPG.

It may seem like a small thing, but I've grown increasingly annoyed by items that have only one use. They pop up in Final Fantasy games and most other RPG systems, and it just seems lame that this *mystical* item can only be sold for 1 gold piece and thus have no alternative good point.

Here's the idea:

Let's say in a RPG, your character gets a hold of a particular key, one that opens a door to some secret chamber or something. Prior to reaching that chamber, you attempt to sell it to a shopkeeper. The shopkeeper's response is something like, "Afraid I can't see any use in that. It would be hard to sell." That's because it's obscure; he has no idea what it goes to, even the player's character might not even know.

Then, after having used it to open the door leading to the mystical Chamber of Hollows [whatever], you might go back to the shop and offer it up again. This time, he might offer you a great deal of money, since it was an artifact from some epic quest and it's become somewhat famous for it. In other words, by gaining ground in the RPG's story, you also open up opportunities to sell items that have since become useless to you.

Like I said, it's a small thing, but I think it might lend some sort of alternate support to advancement through the storyline.

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