[HN Gopher] Outside, Dungeon, Town: Integrating the Three Places...
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       Outside, Dungeon, Town: Integrating the Three Places in Videogames
       (2024)
        
       Author : vector_spaces
       Score  : 108 points
       Date   : 2025-12-30 00:54 UTC (22 hours ago)
        
 (HTM) web link (keithburgun.net)
 (TXT) w3m dump (keithburgun.net)
        
       | axblount wrote:
       | Town, outside, and dungeon represent decreasing levels of safety.
       | In most games, players want a clear indication of how much danger
       | they are in just walking around. Some games, like Dark Souls, do
       | blur these lines. I think it would be easy to go overboard.
       | 
       | This strikes me as one of those things that sounds better on
       | paper than in practice.
        
         | WillPostForFood wrote:
         | I think Dark Souls is not a fluke, it shows that when executed
         | well (which very may be hard), it is additive. It makes things
         | feel more organic.
         | 
         | From article : "Maybe one cave system has a place where it
         | connects to a dungeon, which connects also to a basement in
         | some guy's house in the middle of nowhere."
         | 
         | This just sounds better than having the black and white
         | delineations between spaces. Yes!
        
           | adzm wrote:
           | > Maybe one cave system has a place where it connects to a
           | dungeon, which connects also to a basement in some guy's
           | house in the middle of nowhere
           | 
           | To an extent, tears of the kingdom really does do this a few
           | places, but not enough. It really is fun finding new holes
           | into the underworld from a cave, and using the caves to get
           | into the shed in that one village or to the tower etc
        
         | AlotOfReading wrote:
         | Safety can come from control over the world though. Consider
         | Minecraft and Terraria (especially older MC), where monsters
         | can spawn in most areas outside some minimum radius from the
         | player. Neither is particularly "scary" because they give the
         | player straightforward ways to control the situation. In fact,
         | monster spawning leads to a lot of emergent gameplay in them.
        
       | jesse__ wrote:
       | I believe the grand vision for Tarkov was for basically the whole
       | world to be outside/dungeon. Kinda sad they didn't have the
       | technical skill to pull off open world. That would have been an
       | interesting gaming experience.
        
       | reactordev wrote:
       | I want events to occur while I'm down in the dungeon. Maybe a
       | neighboring village got attacked and now it's in ashes and down
       | trodden. Maybe a castle is being besieged. I want a "play your
       | own adventure" where the story just kind of happens. No main plot
       | other than maybe certain events happening at a specific time.
       | Games today are too linear. Even "open world" games. They zone it
       | out so there's a progression, go to this area to xp, then go to
       | this area, then this area.
       | 
       | For once I would like a Skyrim experience but where you're given
       | free roam to unfold the story as you see fit. Crafting your
       | unique story in the process.
       | 
       | I also don't think games should cater to safety or make towns
       | "safe" from other players. I think the games should allow crime
       | but also have punishment for it if caught by the NPC police or
       | Players. Some of my best memories are from a public execution of
       | a murderer on Ultima Online back in 1999. We had like 100 people
       | gather (on a server that supported maybe 2000 tops).
        
         | bobslay wrote:
         | You might want to check out "Depth of Peril". kind of a cluncky
         | diablo 1 like game. I liked it because of that dynamism.
         | Graphics and gameplay are now dated, but if you talk fondly
         | about ultima, you might enjoy it.
        
           | mysterydip wrote:
           | Din's Curse and Din's Legacy (by the same developer as Depths
           | of Peril) are other entries worth a look. They have a dynamic
           | evolving world as you go about your business:
           | https://www.soldak.com/Dins-Curse/Overview.html
        
         | jrmg wrote:
         | I haven't played it, but my understanding is that Kingdom Come
         | Deliverance 2 works this way. Meet a person who tells you
         | something's happening tonight, and you better get there tonight
         | if you want to see/do it. Maybe someone who's played the game
         | can chime in.
        
           | reactordev wrote:
           | It's a great game, much like its predecessor. However, it's
           | still linear in most ways. You miss out on those small side
           | quests but that was true of the first game too.
           | 
           | I'd love for a game to set the stage like: "Bad person/thing
           | does bad stuff to good town" like intro, then it's just you
           | in a field by a small village where you live that is now in
           | ashes due to bad event that happened while you weren't there.
           | Game On...
           | 
           | From there, don't give a single hint until a player did
           | something that could actually do something if they do it
           | right.
           | 
           | An example would be early days of Minecraft before notch sold
           | his soul, you wouldn't have a guide or achievements or
           | anything to help you. There were no wikis, only a small forum
           | of people asking why are people punching trees?
           | 
           | Games need to feel more exploratory without giving everyone
           | GPS direct to the next XP machine.
        
             | goda90 wrote:
             | One problem is that the more you have happen without it
             | being caused by/linked to player interaction, the more you
             | need to have be possible to happen. Then you're either
             | wrestling with a small chaotic world that doesn't make much
             | sense, or you need to scale it up so much that there's no
             | way the player will actually get to experience most of it.
             | If you have 10 villages in your game world, then how many
             | off-screen events can you realistically fit in while the
             | player is away and have it still be interesting for the
             | player when they come back?
        
         | fennecbutt wrote:
         | I have commented on Todd's failure to deliver on such promises
         | in skyrim before.
         | 
         | But this is definitely where generative ai will be a boon to
         | games, once it's stabilised enough to trust.
         | 
         | I'd love exactly the same; the game should still tell a story
         | or have a point (unless it's a complete sandbox), so key plot
         | points can be included but otherwise it's a simulation and the
         | player can do things with their agency, but so can the npcs.
         | 
         | Would be cool to come back to a village, and now the leader has
         | changed because the previous one insulted someone at the
         | tavern, who killed the leader in a fit of rage. The village
         | then chose a replacement leader, the assailant was publicly
         | executed for their crimes. But the villagers decided this was
         | too brutal a punishment so they removed the leader, who
         | resisted but got driven out of town. The ousted leader wants
         | control of the village back so they've been planning to enter
         | with a crew of mercenaries.
         | 
         | When you get to the village you get given a quest to go take
         | care of the problem, based on the hearsay. Hell, when you get
         | to whatever hideout they're holed up in maybe the npc has even
         | decided to just give up and move somewhere else.
         | 
         | So many opportunities for awesome narratives. I've done
         | experiments with this stuff in text, but not in engine with an
         | actual game.
        
           | reactordev wrote:
           | Oh I totally agree. More so I think the ability for AI to
           | generate any kind of game you wish is in the not so distant
           | future.
           | 
           | Dwarf Fortress has some wonderful world events and npc choice
           | trees. For example in my biggest fortress, Ragnar was bored.
           | Ragnar got really bored. Ragnar stared at a rock for almost 3
           | months game time. Then Ragnar got inspired so he ran over to
           | the bowyer workstation, fetched a few gems and wood from the
           | nearby piles, and started crafting a masterpiece crossbow. 6
           | months later, this thing comes out decked in jewels and gems,
           | it's got a +++ rating on the end. It's wonderful. Then Ragnar
           | loads a bolt. Pulls the trigger.
        
           | owyn wrote:
           | Shadow of Mordor (and the sequel) had something called the
           | "Nemesis" system where some of the Orc Captains you kill (and
           | the ones who kill you) might survive off screen and get
           | stronger and come back with scars and buffs and new
           | nicknames. It didn't do the village/town stuff you are
           | talking about. They talked about doing it in future games but
           | never did.
           | 
           | Didn't find any good technical write-ups. Although apparently
           | it's "patented".
           | 
           | Here's a decent video overview. I hate that everything is
           | video now but this is the world we live in I suppose.
           | 
           | https://www.youtube.com/watch?v=3Fh5qc-ZnaM
        
             | reactordev wrote:
             | Yeah, good game mechanics scarred by an IP royalty
             | agreement.
        
             | paragraft wrote:
             | Yes here's the patent. The independent claims are
             | frustratingly broad if you're trying to think through
             | practical NPC world sim systems.
             | 
             | https://patents.google.com/patent/US20160279522A1/en
        
           | Forgeties79 wrote:
           | > But this is definitely where generative ai will be a boon
           | to games, once it's stabilised enough to trust.
           | 
           | The problem is most deployments will likely be sloppy
           | shovelware and every now and then we'll get half decent games
           | with it, maybe a great one every few years. Just like how we
           | see now with garbage unedited LLM outputs flooding the
           | internet and dominating searches as "articles" or "blogs." It
           | is just far too easy flood us with trash while any decent
           | work gets buried in it and can't be found.
        
         | chongli wrote:
         | Check out the games by Jeff Vogel [1] of Spiderweb Software
         | [2]. His games may not be pretty to look at but they feature
         | worlds that are full of life and rich with detail. Monsters
         | attack and damage towns, destroy buildings, leave citizens
         | homeless and shopkeepers jobless, and may eventually wipe towns
         | off the map.
         | 
         | Meanwhile, the world is also full of outside areas to explore
         | and dungeons to plunder. However, no town is _safe_. Spend too
         | much time delving dungeons and you may return to a smoking ruin
         | instead of a town. Or you may arrive in the middle of a monster
         | attack on the town and get to participate in its defence!
         | 
         | Of course, the townsfolk aren't helpless either. They have town
         | guards, soldiers, and even imperial wizards who arrive to help
         | out. The wizards even create magical barriers to patch up the
         | holes in the town wall!
         | 
         | As for how the games play, they're very reminiscent of old
         | school Ultima games such as Ultima IV: Quest of the Avatar. As
         | a fan of UO, you may really enjoy some Spiderweb Software
         | games. No multiplayer though, these are strictly single-player
         | turn-based affairs.
         | 
         | [1] https://www.youtube.com/watch?v=stxVBJem3Rs
         | 
         | [2] https://spiderwebsoftware.com
        
           | ajmurmann wrote:
           | Many years ago I played Escape a from the Pit which was good
           | but I played it on an iPad and eventually bounced off. Where
           | do you recommend starting today?
        
             | medwards666 wrote:
             | You could try the new remake of Avernum 4: Greed & Glory
             | (first part of the second Avernum trilogy - no need to have
             | played the first trilogy as this is entirely standalone): h
             | ttps://store.steampowered.com/app/3882020/Avernum_4_Greed_a
             | ...
        
             | mathgeek wrote:
             | Nothing too recent that I know of but a couple of
             | discussions:
             | 
             | https://spiderwebforums.ipbhost.com/topic/26438-good-
             | first-g...
             | 
             | https://www.gog.com/forum/general/what_are_your_favorite_sp
             | i...
        
         | noelwelsh wrote:
         | One problem with the simulation route is that games in the D&D
         | lineage are usually wildly unbalanced. A, say, level 5 monster
         | could run through endless level 1 NPCs. Also, much of the
         | machinery of our world (e.g. commerce) doesn't really work when
         | then there are incredibly dangerous and malevolent critters
         | scattered throughout.
        
           | jltsiren wrote:
           | It's more about the combat model. Everyone is a fanatic who
           | fights until death, despite any casualties their friends and
           | allies have suffered. And weapons and other attacks are
           | mostly harmless. They deal limited damage measured in hit
           | points, which does not affect the combat effectiveness of the
           | target, heals quickly, and does not leave any lasting
           | effects.
           | 
           | In a different combat model, an equally unbalanced monster
           | would avoid unnecessary fights agains groups of armed
           | opponents. Not because it's afraid it would lose, but due to
           | the risk of permanent injuries. Determined defenders could
           | then try to take advantage of that behavior to drive the
           | monster away.
        
         | Scarblac wrote:
         | Isnt this what Dwarf Fortress aspires to be? Simulated from the
         | internal organs of dwarfs up, of course.
        
         | hoten wrote:
         | Check out Kenshi.
         | 
         | Wikipedia blurb:
         | 
         | > Kenshi is a real-time strategy action role-playing game
         | developed and published by Lo-Fi Games for Windows. The game
         | focuses on sandbox gameplay features that give the player
         | freedom to do what they want in its world instead of focusing
         | on a linear story.
         | 
         | https://youtu.be/_E4nKWxSG8o?si=t93p3FtBlh4Cxcvm
        
         | block_dagger wrote:
         | Ah, UO memories. PK killing as a Great Lord, Blackthorne shield
         | in hand. Visiting town was all "bank" "bank" "bank" "lfg"
         | "bank"
        
           | reactordev wrote:
           | Everyone I played with had a macro key program that when you
           | pressed F11 would chat "bank guards!" So when you were in
           | Briton, you just spam F11 for safety.
        
         | thesuitonym wrote:
         | It sounds like you want to play EVE Online, but as a guy with a
         | sword rather than a guy in a spaceship. There is a story, but
         | it doesn't really matter and there's no direct way to interact
         | with it. Systems are given safety ranking from 0.0 to 1.0,
         | depending on how fast the NPCs show up and destroy your ship.
         | Even in 1.0 space you're not really "safe" from someone
         | deciding they just want to blow you to smithereens.
        
           | reactordev wrote:
           | Not quite. I want a story. I want that story to unfold _as I
           | play_ in an organic way.
           | 
           | I played Eve a lot when it first came out up until about 2010
           | or so. The Alliance politics isn't my cup of tea. The sandbox
           | is great though. It's just sad that gamers no longer see that
           | and only want quests or missions or some direction on what to
           | do next.
           | 
           | I'm hoping that with LLMs and AI, we'll break free of this
           | "waiting to be instructed" mentality of the youth and we can
           | make games that are more diverse and open. Rock Star Games
           | does some wonderful little scripted events and things in
           | their games, they know how, but they still force you down
           | this linear story arch. RDR2 was as close to the kind of game
           | I'm talking about except for that fact. The fact that each
           | "chapter" was a linear progression across the open world map.
        
             | thesuitonym wrote:
             | I'm not sure how LLMs or AI could solve that. If anything
             | it would make the problem worse, because kids will be more
             | used to getting instantly generated plots.
             | 
             | Either way, if it _does_ come to pass, I hope it doesn 't
             | become the norm. I am not interested in playing a game
             | nobody was interested in making.
        
         | robrtsql wrote:
         | I don't think you're _wrong_ for wanting these things, but I
         | think the largest game developers avoid them and provide more
         | "on-rails" experiences for good reasons.
         | 
         | The thing you described about events occurring out-of-view
         | reminds me of the "Radiant AI" system which Bethesda promised,
         | and greatly underdelivered, for The Elder Scrolls IV: Oblivion.
         | Allegedly the game was going to be full of NPCs with their own
         | wants and needs, and they would take actions to fulfill those
         | wants and needs regardless of whether or not the player was
         | even watching. It sounds like it would lead to a very
         | interesting world, but in practice it led to criminal NPCs
         | being dead before the player can meet them. (The truth to this
         | story is debated: https://blog.paavo.me/radiant-ai/)
         | 
         | Likewise, the concept of an MMO where you aren't necessarily
         | safe from other players in a town sounds interesting,
         | especially in a game with a relatively small community. Applied
         | at scale to something like World of Warcraft, I think that it
         | would either be penalized so heavily that no one would do it,
         | or not heavily enough so that new players have difficulty
         | getting anywhere in the game because they are murdered by high-
         | level trolls as soon as they log in.
        
           | reactordev wrote:
           | Dwarf fortress proves you can totally do things off script
           | without player interaction. Poor Ragnar.
           | 
           | As for the scale issue with criminality. You are describing
           | exactly what happens when you put people on rails. They all
           | end up in town. At the same time.
           | 
           | If a game cluster has a population of 200,000 players monthly
           | - it should have the space for it. No instancing. No sharding
           | (other than maybe regional boundaries). Don't spawn everyone
           | at the same starting point at the same time. Change it
           | depending on their character creation choices, backstory,
           | profession, etc. Let them _naturally_ come to towns. Let
           | there be enough land to support 200,000 inhabitants. These
           | kinds of things I wish for. Space games are the only ones
           | that manage to have enough room for everyone to live angrily
           | ever after.
           | 
           | Ashes of Creation is trying its best in this area.
           | 
           | Land scarcity becomes a thing. Like in UO. You see what Eve
           | has done, just let structures live so long as no one blows it
           | up. In UO, they introduced decay timers so if you abandoned
           | the game, you forfeit your lot. Games were smarter back then.
        
             | robrtsql wrote:
             | > They all end up in town. At the same time. ... Don't
             | spawn everyone at the same starting point at the same time.
             | 
             | I hadn't thought about that. The perspective I am coming
             | from (Runescape, Final Fantasy XIV) has players starting in
             | one (or three) locations when they begin the game.
             | 
             | Thanks for the Ashes of Creation name-drop. I don't know if
             | I'll play it but I'm definitely interested in watching the
             | trajectory of this game.
        
       | crooked-v wrote:
       | I'm surprised the Elder Scrolls and Fallout games aren't
       | mentioned at all here. They're pretty well known for not always
       | having these boundaries, sometimes very effectively (getting
       | ambushed in town in Oblivion by a secret cultist) and sometimes
       | comically (like some of the nonsense that happens with raiders
       | and settlements in Fallout 4).
        
         | fennecbutt wrote:
         | Settlements in FO4 were a letdown, the gameplay loop is so
         | pointless. It's the same as your buildings being attacked in
         | Valheim and Grounded.
         | 
         | Occasional attacks, but no real frequency or point to it -
         | because they don't want to annoy players with it. At least in
         | grounded it's based on how much you've attacked a type of
         | insect in some regards.
        
       | robotsquidward wrote:
       | The 2024 D&D starter set literally has 3 adventure books for
       | Wilderness (Outside), Caves of Chaos (Dungeon), and Keep on the
       | Borderlands (Town). Of course that game has infinite
       | possibilities for how to 'implement' those areas but kind of an
       | interesting parallel.
        
       | brador wrote:
       | Rest, risk, random = town, dungeon, overworld.
        
       | RandomBK wrote:
       | I'm reminded of a diagram from the pitch doc for the original
       | Diablo [0] that made its rounds across the web recently. The
       | dungeon/town split was particularly sharp back then, but the
       | broad design has stuck with modern ARPG design, either in the
       | form of safe zones around town or explicit town zones.
       | 
       | A lot of this seems to be due to modern multiplayer design, with
       | shared town instances and (usually) private dungeon/outside
       | instances.
       | 
       | [0] https://www.gamedeveloper.com/business/here-s-a-look-at-
       | the-... (scroll down)
        
       | philsnow wrote:
       | One thing that is really useful about the distinction is that
       | almost necessarily, there are different scales involved.
       | 
       | Ultima VI was the first of its (mainline, not 'online' or
       | 'underworld') series to not really have the
       | "town/dungeon/overworld" distinction. It got fairly awkward to
       | have towns and the overworld be on the same "layer", because the
       | towns could really only have a dozen or so buildings because
       | otherwise they'd take up the entire overworld.
       | 
       | Breath of the Wild / Tears of the Kingdom kind of have the same
       | issue: there appear to only be a few dozen Gerudo for instance,
       | and only a few hundred people total in the entire world.
        
         | Agentlien wrote:
         | I don't think the idea of realistic scale for video game
         | locations is very attractive.
         | 
         | You can have vast worlds with huge procedurally generated
         | towns. Daggerfall did this and to me it just felt like boring
         | filler. As did its enormous landscapes.
         | 
         | You can have large towns dense with interesting hand crafted
         | places and characters. Baldur's Gate itself from BG3 is a great
         | example. I loved it, but it consumed 50 of the 100 hours I
         | spent on my first playthrough. Almost two months of my daily
         | playtime.
         | 
         | If you want a game where the great outdoors and dungeons are
         | afforded a huge chunk of your time, towns need to be idealized.
         | I love how Breath of the Wild did this. You get the sense of
         | the place from the layout and architecture. But you can still
         | visit the whole place and talk to everyone, without it being
         | the main thing you do in the game. My imagination will scale
         | the place as feels appropriate, without the need for a thousand
         | houses I have no reason to enter.
        
       | jmyeet wrote:
       | A game that (IMHO) handled this really well was Assassin's Creek
       | Odyssey.
       | 
       | Athens takes up a huge part of the map but is on the same scale.
       | Of course it's still a fraction of the size that the ancient
       | Athens would've been but it's still impressive.
       | 
       | The real issue here is time scales. Nobody wants to spend an IRL
       | week riding between towns so those distances get compressed for
       | the sake of storytelling. This problem haunts pretty much every
       | game genre. Take the Civilization games where a unit is moving
       | 1-5 spaces per turn and a turn is 1-20 years. the WW2 time scale
       | is about 6 turns. If you ever played Civ1 on the Earth map,
       | Europe is also about 12 squares so the European theater of WW2
       | cmes down to a couple of riflemen or modern infrantry and 1-2
       | Armor units smacking into each other if you get stuck on the time
       | and distance scales.
       | 
       | Books, comics, TV shows, movies, etc don't have this problem
       | because they don't have a constant scale (24 notwithstanding).
       | And the goal is to tell a story. Even in an open world open ended
       | game, you're telling a story.
       | 
       | I miss the old D&D turn-based games, even including the later
       | more graphical entries like Eye of the Beholder. It was kinda
       | funny to duck into a room and camp for 200 hours to heal and
       | recover.
       | 
       | You just don't worry about these scale issues if you're immersed.
       | That's what I learned.
        
       | jrowen wrote:
       | Early Star Wars Galaxies was like this. You could run seamlessly
       | from the town center through the wilderness into a busy dungeon
       | (the Tusken fort is a memorable example). Planets were not zoned
       | and there was a ton of pure exploration. Players constructed
       | functional towns with governments.
       | 
       | That game and UO were so ahead of their time (the fun version of
       | the metaverse), and at this point it's gonna take a revolution in
       | gaming to pick up where they left off.
        
       | slowhadoken wrote:
       | Most of my video game theory is based on manipulating these
       | distinctions.
        
       | huevosabio wrote:
       | I really like the balance that Morrowind offered: it all felt
       | like one big world and going from town to outside to dungeon was
       | smooth and unannounced. You really felt like you were discovering
       | a place, and you really got lost in a pre-gmaps sense.
       | 
       | A modern version I like is Bg3. It has a much more linear
       | playthrough than Morrowind and Toen/Outside/Dungeon is more
       | clearly marked, but it's still smooth. Also, you have a sense of
       | uncertain danger in all three setups. And dungeons can be
       | fightless if you play them well!
       | 
       | Also, it's interesting how both Morrowind and Bg3 are both able
       | to integrate the environment and the NPCs neatly into the battle
       | system. Both feel like you're fighting in a live world. But they
       | do it very differently. I think in bg3 it is much more fun to
       | fight, but Morrowind allows for more silliness and out of the box
       | thinking.
        
         | FuriouslyAdrift wrote:
         | I remember "finishing" Morrowind and then accidentally becoming
         | a vampire and finding out there was more to the game... then
         | guild stuff.. then political stuff. Massive game.
        
       | ema wrote:
       | I think Gothic II did this really well. While there are some
       | clear borders a lot of the transitions between the three
       | categories are gradual and organic. You're mostly safe in the
       | secondary settlements but go too far into someone's backyard and
       | you might suddenly find yourself fighting for your life. It also
       | managed to make the place feel expansive without any place
       | feeling like repetitive filler content.
        
       | fifticon wrote:
       | this has been solved in alternate reality for c64. some parts of
       | town are dangerous, you may get mugged, others are safe.
        
       | Madmallard wrote:
       | We need a Valheim-like where there are other factions of
       | creatures that play the game similarly to you and independently
       | make decisions on what they want to do.
        
       | Forgeties79 wrote:
       | Whenever you decide to buck general rules in video games you risk
       | coming off as capricious. The only way to make it work IME is to
       | clearly indicate from the beginning that you aren't playing a
       | game that adheres to typical rules OR you build a system that
       | masks it so convincingly that people start questioning what the
       | rules even are on their own. It's kind of like going to see a
       | magician: you know magic isn't real, but when you see a really
       | fucking awesome trick, you allow yourself to suspend your
       | disbelief for at least a split second.
       | 
       | DDLC was cool, then it was cool to hate it, now it's not a
       | surprise anymore and has landed somewhere in the middle with I
       | think most folks acknowledging it was a cool example of messing
       | with the harem/dating sim formula. What I liked about it was how
       | I spent a lot of the game figuring out what the rules were (I
       | knew it was not a conventional harem game and I knew it had
       | horror elements, but I really went out of my way to go in with as
       | little information as possible). I kind of think that's where the
       | special sauce is if you want to break the "shackles" of things
       | like outside/dungeon/town. BG3 had that magic for most of the
       | first act I think for a lot of people, which I also think carried
       | a lot of its success (and rightfully so). Once we saw behind the
       | curtain it made a little more sense, but when you first dropped
       | into that game it wasn't clear what the boundaries or
       | consequences were. The matrix wasn't laid out before you. That's
       | the key.
        
       | CompoundEyes wrote:
       | The fourth place is the menu where all the inventory management,
       | map viewing, crafting, skill point allocation occurs. In some
       | games it feels like an integrated HUD (Pip Boy) and others a
       | disconnected application in itself. Some the world pauses others
       | you're still vulnerable. Some the sound cuts and it feels cold
       | and sterile or tacked on. If I'm spending hours in there
       | rearranging furnkle berries into a corner not sure if I ought to
       | throw them out yet, putting gems in sockets and comparing +3
       | modifiers on some purple enchanted drop -- make it a nice
       | experience! Some feel like business to business software. The
       | trading system with NPC overlaps here. An area ripe for more
       | creativity in my opinion. Have that mutant acid ostrich egg I've
       | been carrying get cracked and burn a hole through my bag while
       | ruining half my provisions.
        
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