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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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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.