RPG World said it best. - 
So suppose a band of adventurers comes along into your town. Nothing too special, right? I mean, there are plenty of adventurers out there fighting for cash (whether that cash comes straight from the beasts or after selling its hyde). Oh but wait, there's one of those beasts tagging along with these adventurers. You certainly don't see THAT everyday. It certainly would get a lot of attention, which is bad news if you didn't want to raise the suspicions of the town's guardsmen. Yet Cloud got away with having this super-rare beast tagging along.
Anyway, this is another problem I'm having right now. This one game idea I have in development, I'm throwing in way too much logic. Heck, I think I'm explaining somewhere in the game that adventurers are aloud to waltz into people's houses because it's proper to help adventurers like that (or maybe I tried doing that in another game). This sort of logic is essentially tearing my game apart, to where it's no longer a game but an alternate reality where things like animal party members just can't happen. I mean, isn't the idea of a game generally to defy logic and thrust you into an adventure you'll enjoy?
Well naturally, I know what to do. Make some illogical things in the game. I'd say my game ideas were better when I wasn't trying to explain everything. Which reminds me, in my Slayers' Reign demo, did anybody else wonder why nobody believed Mick about dragons being responsible for the invasion of the "dragonites", when everybody could plainly see that "dragonites" indeed have invaded all the non-populated areas, and are indeed somewhat of a threat to those who wander outside protected villages? I sure didn't when I came up with that idea, yet guess what I tried to do recently?
I know I can't have things happening in my game that are illogical beyond belief, but I've definately going to have to keep from going overboard with these explanations. I mean, my biggest plot twist was ruined because I tried to throw in logic! I tried to twist it in a different way, but it sucks now. So, I've got some things to do with my story before I move on.
So suppose a band of adventurers comes along into your town. Nothing too special, right? I mean, there are plenty of adventurers out there fighting for cash (whether that cash comes straight from the beasts or after selling its hyde). Oh but wait, there's one of those beasts tagging along with these adventurers. You certainly don't see THAT everyday. It certainly would get a lot of attention, which is bad news if you didn't want to raise the suspicions of the town's guardsmen. Yet Cloud got away with having this super-rare beast tagging along.
Anyway, this is another problem I'm having right now. This one game idea I have in development, I'm throwing in way too much logic. Heck, I think I'm explaining somewhere in the game that adventurers are aloud to waltz into people's houses because it's proper to help adventurers like that (or maybe I tried doing that in another game). This sort of logic is essentially tearing my game apart, to where it's no longer a game but an alternate reality where things like animal party members just can't happen. I mean, isn't the idea of a game generally to defy logic and thrust you into an adventure you'll enjoy?
Well naturally, I know what to do. Make some illogical things in the game. I'd say my game ideas were better when I wasn't trying to explain everything. Which reminds me, in my Slayers' Reign demo, did anybody else wonder why nobody believed Mick about dragons being responsible for the invasion of the "dragonites", when everybody could plainly see that "dragonites" indeed have invaded all the non-populated areas, and are indeed somewhat of a threat to those who wander outside protected villages? I sure didn't when I came up with that idea, yet guess what I tried to do recently?
I know I can't have things happening in my game that are illogical beyond belief, but I've definately going to have to keep from going overboard with these explanations. I mean, my biggest plot twist was ruined because I tried to throw in logic! I tried to twist it in a different way, but it sucks now. So, I've got some things to do with my story before I move on.





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