The cost of doing good in games
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April 24th, 2013, 06:50
Yeah, that xp-for-kills thing seems to be a holdover from D&D. I can't say that I like it very much.
Oooo, now what if you made a game where your xp came from different things depending on your character? A good, sneaky character gets xp for bypassing a fight with a monster but loses xp for attacking it while an evil fighter gets the opposite. A good fighter gets a little xp for killing the monster but can get even more for disabling it. An evil assassin will get a lot of xp if the monster dies quickly and quietly but will actually lose xp if the battle takes a long time.
I guess there's a bit of that in Elder Scrolls style advancement.
I smell a… wumpus!?
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