Various RPGs taught me the harsh lesson to never store stuff in containers that don't explicitly belong to me.
Various RPGs taught me the harsh lesson to never store stuff in containers that don't explicitly belong to me.
"Reason is the madness of the strongest"
~Eugène Ionesco
The problem is that the Fallout DLCS are not well implemented into the campaign at all. You basically get tons of pop up messages when you leave the starting area, and have 4 extra radio broadcasts (I understand that Lonesome Road is meant specifically for you as the character personally, but I had this problem with FO3 and Oblivion as well, so I just installed the DelayDLC mod after five minutes of playing, and thus have not really listened to Lonesome Road stuff yet).
Incidentally, any word on what form Skyrim's DLC will take?
Yeah, but that's just old technology (with severe memory and storage space limitations) causing areas to reset every time you re-enter them. And in the Infinity Engine's case, where the engine is so rigid that any significant graphical change in a zone requires a complete new zone to be made to replace it, causing items to be lost during the switch.
None of those problems should be relevant today.
Oh, that's definitely true. They're not seamless at that moment in time and one could argue that they just "hang" over you until you've done them, but I'm not sure how else they could really integrate them beyond the BioWare method of adding an NPC that you interact with. I liked how the NV stuff in particular was made up of four different locales which almost visibly took you out of the Mojave wasteland. To me, that was pretty cool.
As far as I know, it's going to be the usual Bethesda stuff, i.e. mega-great value story packs.
Why yes you're right I'm deliciously evil
Tradition is the tyranny of dead men
Steam:Kadayi Origin: Kadayi GFWL: Kadayi
Probable Replicant
*blush* I'm flattered by the attention boys, but please let's not make the thread about liddle old me
I didn't need to in Baldur's Gate because of the small number of worthy magical items. In Baldur's Gate 2 I used that functionality a lot. My stronghold was filled with treasure. I used multiple containers as a way to sort the items, even though each container was effectively limitless as you said.
And yes, infinitely large containers is better than infinitely small containers. Why? Because infinitely small containers means no containers at all. Dragon Age: Origin had containers. They weren't infinitely small because you could find items in them. It's just that they effectively became infinitely small as soon as you took all the items out of them.
In a perfect RPG all containers will be limited by their size. But as it stands there's just no way anyone can claim that Dragon Age: Origin's container system is better than what we had as far back as 1990 (when persistent worlds started becoming feasible).