starku wrote:the thing about resists is actually interesting from a game design anthropological perspective
because fire is the traditional fantasy magic staple from fiction
which means it's the first resist you get
which means nothing dangerous can use it
which means you need ot invent 'poison' which drains hitpoints or 'ice' that is exactly like fire or 'lightning' or whatever
ps the whole idea of resistance is stupid and should be abstracted the way it is in robot games
honestly i think the single best interpretation of elements i've found is in an rpg maker game where each one did different things- light did single-target, dark and fire hit all, thunder hit a cross pattern, water hit a row, ice hit a column- and each one had its own status spells and the like. if i made a fantasy role-playing game, i'd do something like that.
starku wrote:also
ATTENTION INTERLOPER
hey aaron did you ever play starcontrol 2
Human. We Ur-Quan never lie. NEVER!
It is a weakness to lie and, as you have noticed, the Ur-Quan are not weak!
You boldly enter our space! Approach this Dreadnought as though it were a recreation base
and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?