Assuming it's a story driven rpg (like all games from RED?Idk), food falls into the stuff used to depict some realities through the game. Like drugs, logs, gear, cyborg stuff, what runs them etc. You may get some of those deals like exchanging your only gun for a drop of water or a code with a particular npc, still it's meant to teach you how to make a choice and to support the story (and the various mechanics all togheter for good design). Because it's not simulation and things need to be kept simple to shape, there could be actions only your avatar will actively perform like stealing stuff from npc's and whatnot unless you get a randomly planned event or one of those moments when everything is stolen from you (a cool common way to force players to stop dicking around and make use of what they learnt). So yeah, sim stuff out of the blue or book rules don't mean much in the end unless they support stuff only devs have a word on (which makes it a solved problem like many other topics).I think a system where sustained periods of "inadequate" nutrition negatively affect characters would be cool. IMO, better than immediate effects, unless they are much more subtle. Also, lots of food choices so that you can role-play that aspect.
Schiff is an expert 'Killjoy'.Assuming it's a story driven rpg (like all games from RED?Idk), food falls into the stuff used to depict some realities through the game. Like drugs, logs, gear, cybor stuff, what runs them etc. You may get some of those deals like exchanging your only gun for a drop of water or a code with a particular npc, still it's meant to teach you how to make a choice and to support the story (and the various mechanics all togheter for good design). Because it's not simulation and things need to be kept simple to shape, there could be actions only your avatar will actively perform like stealing stuff from npc's and whatnot unless you get a randomly planned event or get one of those moments when everything is stolen from you (a cool common way to force players to stop dicking around and make use of what they learnt). So yeah, separate sim stuff out of the blue or book rules don't mean much in the end unless they support stuff only devs have a word on (which makes it a solved problem like many other topics).
Talking about C20 game experiences (to find actual flaws) or small and easy to test ideas would be cool tho. Small ideas like, for example, coming up with something to prevent quick saving and loading for the whole game, like an invisible drone, in case devs were to implement stealth the way it's always implemented in games. Because that's an artificial thing to turn stealth stuff into a cheat.
mhe, i used to say the same things as vtmb before guy2020 registered the forums. I should get the nick back one day or anotherTch tch. Even vague-ish personal attacks WILL HAVE YOU BEATEN. WITH A FLAMING DINGO!
Unless I make them, in which case they are meant -only- as a self-improvement example made out of love. Loooove.
Sure, things like the perfect play or 100 sights of night city people always wished to see and even food are fine as topics. Praising or shitting on stuff like the rockerboy like wisdom (?) did, or whatever is in the target of the community, is totally fine.Stuff out of the book very much means something though, as we know CDPR is using it as their baseline. What they use, well, I can see food being used, much as it was in Fallout.
Except there is more to an RPG than just mechanics. A good RPG should involve the player, transporting their mind to that world so they can feel and understand it.mhe, i used to say the same things as vtmb before guy2020 registered the forums. I should get the nick back one day or another
Sure, things like the perfect play or 100 sights of night city people always wished to see and even food are fine as topics. Praising or shitting on stuff like the rockerboy like wisdom (?) did, or whatever is in the target of the community, is totally fine.
On the food thing though, it's supposed to be something working on its own for good design: people would see and know what to do just because it's food, and relate to the context (green shit belonging to wastelands, alcohol to pubs, cans all over the place to apartments or camps as trash etcetcetc). It just becomes a gamble to guess what is related to and how it supports other mechanics.
No problem.EDIT:
I forgot that Schiff has me on his Ignore list, can someone quote this so he can read it please.
Except there is more to an RPG than just mechanics. A good RPG should involve the player, transporting their mind to that world so they can feel and understand it.mhe, i used to say the same things as vtmb before guy2020 registered the forums. I should get the nick back one day or another
Sure, things like the perfect play or 100 sights of night city people always wished to see and even food are fine as topics. Praising or shitting on stuff like the rockerboy like wisdom (?) did, or whatever is in the target of the community, is totally fine.
On the food thing though, it's supposed to be something working on its own for good design: people would see and know what to do just because it's food, and relate to the context (green shit belonging to wastelands, alcohol to pubs, cans all over the place to apartments or camps as trash etcetcetc). It just becomes a gamble to guess what is related to and how it supports other mechanics.
If an NPC is dressed like a Ninja, you know he's a Ninja. No mechanics involved. You may not be able to interact or be affected by him in any way as far as the game is concerned, but he's still a Ninja.
That's the point of using things like good, litter and other 'non-essential' items as 'story telling devices'.
Corporate family > eats a dish of an extingüished animal brought to life by the miracles of expensive science... then sacrificed and cooked.In my opinion, quality of the food and its effects should depend on the location.. While richer and cleaner part of the city should offer high quality and expensive food with only positive effects, as you move to poorer areas you should see low quality and cheap food with lesser effects.. And places like wastelands and combat zone should offer the lowest quality, canned goods and things like rat burger, iguana-on-a-stick and squirrel stew (fallout reference anyone?) with a chance of food poisoning.. Of course, you can get higher quality food even on wastelands and combat zone, for a price.. While this isn't necessarily important, it would really help with the immersion side of things..
that's yadda. Didn't really talk about mechanics, and you are kinda quoting meExcept there is more to an RPG than just mechanics. A good RPG should involve the player, transporting their mind to that world so they can feel and understand it.
If an NPC is dressed like a Ninja, you know he's a Ninja. No mechanics involved. You may not be able to interact or be affected by him in any way as far as the game is concerned, but he's still a Ninja.
That's the point of using things like good, litter and other 'non-essential' items as 'story telling devices'.
If that was actually the case in C2077, Id take my chances with cannibalism.recycled food should be big. there is plenty of nutrients left in the poop of humans.
*thumbs up*Human kebab seller for the win![]()
theres a good 70s cult classic sci fi movie based on this.Maybe body bank's corporations could sell their excess of human parts to food's corporations, like what happened recently with the "horse's meat in prepared food" affair.