The Dropped Item

The Dropped Item

The Dropped Item

by Steve Napierski to Comics

I do not want to know where that roach was hiding that longsword. Maybe that bug has a bag of holding. Who knows?

This is one of those things that make video games video games and not realistic. How much fun is it, in a role-playing game, that if you kill some slime you are left with a dead slime? Or what about in a first-person shooter where no one ever drops ammunition for a weapon you use? Realism is overrated.

If I wanted a realistic experience of going to a third world country and killing someone I’d join the military or become a mercenary, but if I did that there’s a very strong possiblity that I might get shot and/or killed. That’s the type of realism I DON’T want. Now if you will excuse me I am going to consume a mushroom, grow ten stories tall, and destroy everything in my path.

source: Elven

Discussion (8)¬

  1. Console Chairman
    Console Chairman says:
    November 12, 2013 at 3:39 pm #

    > Or what about in a first-person shooter where no one ever drops ammunition for a weapon you use?

    Enemies are using all the same ammo/guns? -> Take enemy weapon as backup weapon
    Enemies are using numerous different ammo/gun types? -> You’re not looking hard enough for surplus ammo

    Problem solved.

    • Dash12345678
      Dash12345678 says:
      November 12, 2013 at 4:02 pm #

      Varies from game to game. In some games, you can have enemies shooting you for an hour giving no sign of running low on total ammo, and when you loot their body they have only one bullet. At the same time the other guy you stealth-killed an hour ago will also have less than 5 bullets when you loot him.
      The specific example I would be using is Fallout 3; I don’t have experience with many modern FPS games. Anyway, in Fallout 3 and similar games (I can’t speak for New Vegas), NPC’s will be able to use a weapon depending on whether or not they have ammo for that weapon, regardless of how much, and it is never expended from their inventory.

      • Ryu
        Ryu says:
        November 12, 2013 at 6:06 pm #

        I think that part of this is due to the necessity of video games, which allows me to forgive it. For instance, in a shooter, the CPU is clearly inferior to you in everything but numbers, they need the ‘unlimited’ ammo to provide a constant and worthwhile threat, because they do things people wouldn’t do.

        Some things exist in video games due to ‘tradition’ or whatever, they are unrealistic in a way that really has no value in a game. I haven’t got a specific example in mind, except the nature of RPG monsters dropping things they have no business carrying. Lots of RPGs/’Loot’ games have reasons why you might find items on certain creatures (Borderlands, while still being ridiculous, makes mention of how Skags will eat anything they come across) and ‘Junk Loot’ that exists just to be sold is a staple of RPGs nowadays.

  2. Ryu
    Ryu says:
    November 12, 2013 at 6:09 pm #

    I’d like to state that the only canon I’ve ever seen for the reason Mario gets bigger through mushrooms, is that the mushrooms give him this power as a thanks for freeing them. Mario does not eat the sentient (possibly sapient) mushrooms in any canon source that comes to mind.

  3. Rob
    Rob says:
    November 12, 2013 at 7:12 pm #

    Some games (the recent Bards Tale is what comes to mind) make a running gag of this.

  4. Ishbane
    Ishbane says:
    November 13, 2013 at 8:36 am #

    Titan Quest.

    Every enemy only drops what they are wearing/wielding or what they are made of. If you see some skeleton with awesome armor, you can be sure it’ll drop that shit.

  5. Dan
    Dan says:
    November 13, 2013 at 1:25 pm #

    Skyrim is also pretty good at having enemies drop things that make sense. Bears drop pelts and claws, wolves drop pelts, mages drop the appropriate robes for whatever their focus is, imperials drop imperial armor, stormcloaks drop stormcloak armor, dragons drop bones and teeth, etc.

  6. kvp
    kvp says:
    November 13, 2013 at 5:14 pm #

    Newer Elder Scrolls games had a rather good ai, so for some npcs if you steal the weapon they are wearing while they sleep and then throw another on the floor to wake them up, they look around and then pick up the only weapon they could find. It’s also completly normal to run out of ammo, so then they just attack with their backup melee weapons. Killing them after this is a nice way to collect several bows without any ammo.

    Another example was neocron (back in 2000), it was an mmofpsrpg, where everyone was lootable for what they were wearing, including dead players and npcs (even unarmed civilian ones, like shoppers in a mall or office workers). With concentrated fire one team even manged to get the weapon from one of the admin bots, then went around and shot everything until a gm logged in. (ps: roaches dropped glands, hobos mostly alcohol and junkfood, rats meat, robots and vehicles broken parts, players, human npcs and mobs the equipment they were using when they died) The only way you could get extra and rare items were some of the animal monsters, they usually dropped severed and half digested human parts and rusted weapons, of course you could also go dumpster diving for rare things at dangerous places. The game never became a success, mostly because it was strictly 18+ and 13 years ago playing mmo-s was not really a big thing.

    So far these two games were one of the most realistic ones I’ve seen, mostly because of the realistic game mechanics and their persistent world. (I would like to see a modern mmofpsrpg with a fully persistent world and player run factions and economic system, including player or faction owned buildings.)