In modern games a lot of emphasis has been placed on reality. Questions have been raised about everything from the precise way to shoulder a rifle to the patterns projectiles make when striking different hard surfaces. What exactly would it look like if a newspaper stand exploded? If the time in this setting is X, how big should this character's shadow be?
Nevertheless, Mysteries of the Ancients is a throwback to an older-style game, and while realism is nice, we went for many years without it. Nobody ever asked Alucard how he managed to carry around dozens of swords, items of food, projectiles, etc. Even in Shades of Doom the size of one's inventory is limitless. Miriani is one thing; mainstream games are another. I don't think we need to worry about Angela finding explainable ways to pick up--let alone store--her various weapons. After is all said and done, it's just a game, and I assume the greatest part of the reason anyone is playing it is to escape reality. I'm okay with not being bogged down in endless details. Otherwise, Thomas better code consumable food and private corners for Angela. After all she's been in that temple a while, and nature is nature. Ryan --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.