Information for "Empty Room Psych"

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Display titleEmpty Room Psych
Default sort keyEmpty Room Psych
Page length (in bytes)62,762
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Page ID99858
Page content languageen - English
Page content modelwikitext
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Number of redirects to this page0
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Page image00000 2384.jpg

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Page creatorm>Import Bot
Date of page creation21:27, 1 November 2013
Latest editorJakeGrey (talk | contribs)
Date of latest edit18:08, 12 April 2024
Total number of edits25
Recent number of edits (within past 180 days)1
Recent number of distinct authors1

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Over decades of play, gamers have been conditioned with the notion that there is no such thing as an "empty" room -- The Law of Conservation of Detail demands that if a room is placed in a game, it must do something of value, be it a scripted plot event or NPC, Dungeon Shop, monsters to slay, Inexplicable Treasure Chests containing healing items or weapons/ammo, Plot Coupons to pick up, etc etc. After all, programmers and writers have limited time and money to do this, so they won't needlessly create a majestic cathedral and fill it with ... empty white space to distract the player from more important stuff. Plus, why torture those players out for a 100% Completion by adding loads of copy-pasted rooms with nothing in them?
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