Re: Tentative Entombed 2 Design Decisions

To be honest that is more the sort of thing I expect in interactive fiction or at least games with an interactive fiction style setup with rooms, halls, a number of interactable objects and effects etc than an rpg like entombed, Entombed is all about the judgement and the tactics and playing with what you have over time.

For example, yes, it might be realistic that if an enemy hits you with a fire attack wooden items catch on fire and can be destroyed, however if the game had generated an exceptional bowe for the ranger in your party, it'd be just plane annoying for it to go up in smoke just because a fairly common attack had been used on your ranger, indeed it'd make all wwooden weapons and the jobs that depended upon such very much more useless than they should be.

Similarly, Kerkerkruip has light levels and a hall of mirrors and being blinded or wearing a blindfold, but Entombed is a much, much, muuuuuuch bigger space than kerkerkruip, so to make a light property work would be ridiculously complex and likely only crop up some of the time, ditto with gravity, sinse frankly in entombed you don't play a single character but a party so what would be the point of gravity in the game?

My question with all these things would be "what does it add to the over all experience" not "is it realistic" (even if that is a term you can apply to such fantastical games and concepts). Entombed does have some universal concepts such as size and hardness that affect many properties, and Jason has said with crafting there will be more.

Still, I suspect this is something we're not going to agree on, sinse to me fun and good game mechanics to play with would always trump some sense of realism, and it really doesn't bother me if technically my druid's earthquake spell shouldn't have been used underground, provided earthquake is tactically interesting to play with.

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