Deathfire - Why have bind-on-equip items in a single-player RPG?
Guido Henkel has a new post on his blog for his unreleased game Deathfire.
“Bind on Equip” has been brought to the table by massively-multiplayer online games in order to prevent players from using and then selling valuable and unique items to other players. It forces the player to consider—if only for a moment—if he’d rather use the item or make money off it.
In retrospect, I find it strange that this feature has never come up in single-player games before, because at its core, the rationale remains the same. Perhaps we have all just been too blindsided to realize its existent potential. After all, they are not uncommon in mythical lore and popular fiction. James Bond has a gun that is attuned to him, and so does Judge Dredd, and even the magic wands in Harry Potter work that way. Excalibur, the mythical sword from the Arthurian saga or Ulysses’ bow are also perfect examples of bound or attuned weapons, so it is only sensible to carry the concept over into games.
When we bind items in Deathfire, it will be mostly for the same purpose. While buying and selling items in the game may not be the driving factor for item binding in our game, other aspects of it are. In Deathfire’s game design I want to use it to force the player to think about certain decisions. In this case, which party member should I give the item to?