Display title | Empty Room Psych |
Default sort key | Empty Room Psych |
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Page ID | 99858 |
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Date of page creation | 21:27, 1 November 2013 |
Latest editor | JakeGrey (talk | contribs) |
Date of latest edit | 18:08, 12 April 2024 |
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Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | 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? |