An inventory and stat interface all fitting in a single screen. If I have to browse several menus to get anything done, it is not not depth but simply lazy design.
If your stat interface fits on a single screen, you are playing casual trash.
An inventory and stat interface all fitting in a single screen. If I have to browse several menus to get anything done, it is not not depth but simply lazy design.
Take your needlessly complex stuff and I'll keep well thought systems, so that we'll both be happy.An inventory and stat interface all fitting in a single screen. If I have to browse several menus to get anything done, it is not not depth but simply lazy design.
If your stat interface fits on a single screen, you are playing casual trash.
You wrote it as a jest but actually it's a good idea for certain types of crpgs. Think Darklands and having to walk to every building every time you visit a town. That means hundreds if not thousands times during one play. The game can last for a couple of years game time and encompasses all the German part of HRE in 15th century, dozens of cities and even more towns/villages. And the authors planned iirc for an expansion with the Italian part of the Empire.Menu towns.
Menu towns.