this post was submitted on 18 Apr 2025
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This demo includes a playable overworld, a new dungeon (the Minotaur Temple), some updated graphics, and general improvements to make the game play more smoothly. Check it out!

@Nakoichi@hexbear.net Pin please? powercry-1

EDIT: Thanks for pin heart-sickle

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[–] PorkrollPosadist@hexbear.net 10 points 8 months ago* (last edited 8 months ago) (1 children)

I got the impression these were collectables to trade or unlock something later on. Their purpose isn't obvious in the context of the demo, beyond their canonical description. :)

Just saying, side-questy items can be a fun thing. Like trying to find trading cards or beanie babies or hats. Gives the player a reason to explore the world in depth, figure out what's at the bottom of this cave or at the end of that forest path, rather than just trying to burn rubber on their way to the next dungeon. Also things like trade quests, which can bring you from place to place. It can be a good device for introducing the player to various NPCs, slipping some lore in, fleshing out a sort of in-world culture and economy, etc. Could also unlock certain stores / events and stuff, optional (or not) game progression (like some junk-monger's wagon broke down and by finding them a wheel, they set up shop in a nearby town and you can get items from them). Helps give the impression that the player's influence on the world is manifesting in both big and small ways. It also makes it so NPCs have something to offer the player beyond a wall of text :)

I imagine this is probably a process which happens pretty late in development though. There has to be a main quest before you get bogged down in side quests, and it is hard to balance optional items / abilities / upgrades before you know what the standard route will be.