The biggest "narrative dissonance" in adventure games set in the modern day is the lack of retail stores. angielski

Need a screwdriver? Better hope there’s one lying under a brick in a back alley somewhere!

I know that simply buying every solution you need would make for a terribly silly game, and I can pretty easily ignore how little sense that makes while playing, sure. This isn’t a complaint, exactly. Just something that went through my head earlier.

Laukku,
vintprox,
@vintprox@geddit.social avatar

I think it’s a fun idea to explore.

For example, would you take a shortcut and make items appear because you’re fishing them in the pond (which makes pond a source of “outworldly” items), or rather come up with something more creative? The logistics of it can tell the story better than 1000 words on a wall made to push the narrative. Of course, at the same time, you don’t want to make this a main focus to the player, unless it’s an objective.

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