what you guys don't seem to realize is the fact that when the full game is released, there will obviously be plenty of torches to pick up as needed. if you can blow them out, then the game will become way too easy which is what Thomas is trying to prevent.


----- Original Message ----- From: "Kellie and my lovable Lady J." <pebbles...@sbcglobal.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, February 24, 2009 11:39 PM
Subject: Re: [Audyssey] about torches - Re: mota demo


and see to me, remembering to blow out your torch makes the game more realistic and makes you really consider what you are doing and making it a challenge. In the muds I play it is an element that has to be thought about. Your light source can run out. heh but that is just me. I like the challenge of it. Sure I will forget sometimes to blow it out, but that will teach me for next time. smiles
Kellie and my lovable Lady J.
Canine Welfare Technician/Resident adviser
Guide Dogs for the Blind, Oregon campus
www.guidedogs.com
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, February 24, 2009 8:33 PM
Subject: Re: [Audyssey] about torches - Re: mota demo


Hi James,
Ok, I guess i can meet you part way here. What I can do is leave the enter key as is, but add an automatic pickup feature if you happen to get near any item. Does that suit you?

James Dietz wrote:
Guys,

Having a torch which is constantly running out would give the game a
sense of urgency - especially if most of the rooms are dark as Tom
says.  Besides... when would you really think to blow out your torch?
In my opinion, this is just another feature the game doesn't need to
be fun (I guess I'm going to have to agree to disagree with Tom about
enter-to-pick-up-stuff).  Too many keys and featuresto remember result
in a less fluid and enjoyable experience.  Remember the player is
going to be jumping around, killing monsters and scooping treasure.
Are they going to take the time out to remember to blow out their
torch (or hit enter to pick up an item, holster their weapon to jump
over a pit)?  Keeping track of such boring figures isn't exciting,
it's tedius.  The realism (or ... unrealism for this feature I
suppose) argument doesn't fly with me.

James


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