Adventure & RPG Games · 7
Early role-playing games often used random encounters partly because memory and storage limits made persistent visible enemy populations much harder to build. The player-facing version of the idea is simple: Adventure games often hide progression behind knowledge rather than strength; learning a password can be as powerful as finding a better weapon. The real final boss of many adventures is deciding which unfinished side quest you can emotionally abandon.
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Lamplight Hollowmobile · 9.259 -
Deko 2mobile · 7.760 -
Postman Simonmobile · 7.161 -
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A good piece of useless knowledge
The term 'NPC' means non-player character. It came from tabletop role-playing language and became so common that it is now understood far beyond RPGs. A second surprise: Inventory limits are an old adventure-game trick. Designers use them to force decisions: the interesting question is not whether a treasure exists, but whether it is worth the space.
