+ Military forces often station guards near clearly marked, red explosive barrels. These guys should probably unionize or something, if they could stay alive long enough to do so.
+ Bad guys hire insane architects for their lairs. Lava pools, booby traps, bottomless pits. Henchmen should unionize too, but they are usually stuck walking side to side on some suspended platform. As long as it is possible to traverse with enough skill, that is apparently considered safe enough.
+ First aid kits are a viable solution to injuries sustained from rocket launchers
+ A surprising amount of pottery is baked with prizes inside
+ Even if you only can speak the same sentence every time someone talks to you, this doesn't mean you can't be elected to village mayor.
+ If you constantly hold your firearm up, people will quickly learn to accept that this is just you being you and they won't be alarmed when you hold casual conversations with them and have the barrels held under their noses.
+ It's ok if you need to call a time out during battle to find the herb you buried in your bag of 376 mostly useless items that you carry with you at all times, some of which you know you don't need, like the short sword you outgrew 13 XP levels ago, but you still like to keep around, you know, just in case a new weaponless valkyrie or cleric joins your party.
+ Why use a plain old lock and key when you could could have a match game puzzle unlock the door instead?
Things games teach us that have no real world value
Things games teach us that have no real world value
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Re: Things games teach us that have no real world value
J T wrote:+ Why use a plain old lock and key when you could could have a match game puzzle unlock the door instead?
Given the intelligence of the common thief round here that would probably be more secure.
Marurun wrote:Don’t mind-shart your pants, guys
Re: Things games teach us that have no real world value
* Jumping up into large chunks of bricks will grant you coins
* Mixing red and green herbs together is the best method to cure gunshot wounds in a pinch
* As long as you find enough typewriter ribbons, you'll be able to go back in time and thus avoid that instant death trap you found two doors down. It won't save you from the new trap further down the hall, but that's just another reason to find more ribbons.
* If you kill someone creatively enough, they'll drop some great shit
* Feel free to go into random peoples homes and look around. If you snoop enough, you could find something useful. It's not called robbery. It's just being resourceful
* Mixing red and green herbs together is the best method to cure gunshot wounds in a pinch
* As long as you find enough typewriter ribbons, you'll be able to go back in time and thus avoid that instant death trap you found two doors down. It won't save you from the new trap further down the hall, but that's just another reason to find more ribbons.
* If you kill someone creatively enough, they'll drop some great shit
* Feel free to go into random peoples homes and look around. If you snoop enough, you could find something useful. It's not called robbery. It's just being resourceful
Last edited by Michi on Tue Sep 13, 2016 3:38 pm, edited 1 time in total.
Re: Things games teach us that have no real world value
you accidentally the word "no" in your topic title
- ElkinFencer10
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Re: Things games teach us that have no real world value
You can always find fresh, well prepared, and perfectly sanitary chicken in trash cans.
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Re: Things games teach us that have no real world value
ElkinFencer10 wrote:You can always find fresh, well prepared, and perfectly sanitary chicken in trash cans.
Not to mention pot roast hidden in the walls of a vampire's castle. You know, if you're ever in one of those.
- ElkinFencer10
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Re: Things games teach us that have no real world value
There's also fresh produce littered around ancient tombs not entered in hundreds if not thousands of years.
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Re: Things games teach us that have no real world value
+ Driving the wrong way through traffic makes you go faster.
Marurun wrote:Don’t mind-shart your pants, guys
Re: Things games teach us that have no real world value
* That if you happen across eventually 100 coins out and about you'll get an extra life when the one you're living now expires.
* Jumping on anything can and will kill it, if it doesn't have a spike on top.
* No matter how shot up, heart racing, eyes dimming, and gushing blood -- if you duck behind a wall for a few moments you'll be just like new.
* Anything you break in public may end up having a hidden item no matter who may own that space, and you get to keep it as a reward.
* If you enjoy fast driving you can just forget the brake and take any turn hard, as long as they're a guard rail you'll just ride along it, slow up a good bit, or at worst end up with a small scratch on the paint and you'll be just fine.
* Jumping on anything can and will kill it, if it doesn't have a spike on top.
* No matter how shot up, heart racing, eyes dimming, and gushing blood -- if you duck behind a wall for a few moments you'll be just like new.
* Anything you break in public may end up having a hidden item no matter who may own that space, and you get to keep it as a reward.
* If you enjoy fast driving you can just forget the brake and take any turn hard, as long as they're a guard rail you'll just ride along it, slow up a good bit, or at worst end up with a small scratch on the paint and you'll be just fine.
- ElkinFencer10
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Re: Things games teach us that have no real world value
The best way to make a quick buck is to hit every pot you see with a sword.
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