11-17-2015, 08:23 AM
(11-17-2015, 07:55 AM)kyonides Wrote: But wouldn't it mean that at some point before or right at the item purchase the player should have learned about that myth so they can connect the dots and thus start recalling your new weapon or item is a gun or a potion or anything else related to that specific myth? If so that would force you to spend a lot of time adding such content to your game that at the end would be even more non sensical than just naming them after things and myths people can find anywhere on books or all over the internet. I mean it, people would just get totally lost and hitting their heads against the wall or the table trying to figure out what the hell that item was supposed to be or to represent in such world. OK, most people would just be lazy enough that they would just skip all the mythos and would go straight forward to kill the monsters and the bossy badasses.
And I don't want those lazy players who can't appreciate good creative mythology...
If I want to incorporate the elements of my constructed world's culture, mythos and all, I should do it in a fashion... understandable and approachable.
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ. All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.