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Featured Replies

These are two game elements that are common among newer role playing games, but could be much more user friendly.

 

Skyrim dropped the ball with side quests due to the fact that they were all grouped together and you couldn't toggle any of the quests as "active" in order to work your way through it. This left a lot of potentially good gameplay out for many casual players.

 

I think it's important for a codex to be organized and east to access. For example, if you find a unique weapon, the game should give you an alert, and hotkey to press, to take you to your codex to read about it. And if you dont want to read about it right away, the codex entry could be accessed later, and at any time, from viewing the weapon in your inventory and pressing a hotkey to take you to its entry.

Codex? There's only one Codex, my friend. ;)

 

Aren't you basically describing how things used to be before game designers started dumping text into "Codexes" so that console gamers wouldn't have to read too much?

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Edited by Infinitron

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