5 August, 2006
I was playing a game recently when a bit of NPC chatter had the NPC complaining that a group of priests were “relying on superstition”. This is in a game where priests wield real power to heal and harm others. That’s a potent bit of superstition, if you ask me!
The writer obviously wanted to have someone dislike the priests, but he or she relied on conventions from our world instead of considering the implications of what happens in the fictional world when priests can wield directly and observable power.
It’s the attention to detail that matters, and often designers and writers get a bit sloppy when translating concepts from the offline world to a fictional world in a game.
Or, in another game I had to use an invisibility spell to eavesdrop on someone. I don’t know about you, but I’d be extra cautious about saying things if I knew people had invisibility. If I were doing something potentially dangerous or treasonous, I would think a counter-invisibility charm would be on the top of my shopping list.
Of course, there’s the always favorite graveyard in online games when there really is no permanent death, at least not the type that leaves a body in the world. And the NPCs always seem to respawn in most cases, or they never change anyway, so what’s the point in having graveyards?
So, this weekend’s challenge is to name an example in a game that shows this lack of attention to detail. I look forward to reading what you have noticed!