Someone should make a game about: Avoiding missions • iGamesNews.com

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Someone should make a game about: Avoiding missions • iGamesNews.com

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He was on me before I realized I was found. I cursed myself for taking a risk to this town, but what other options are there due to insufficient supplies? Not that the wilderness is safer-just two days ago, I turned around and saw three of them shoot me. The faces of my followers filled my horizons and I prepared for the inevitable.

"Greetings, strangers," he said. "Can I be interested in your adventure?"

The grandmother who was asked to rescue someone from the bandit cave didn't sound like a nightmare fuel, but I've always been fascinated by the idea of ​​dodging-ever since the character of the video game company Digitiser, "The Man With The Long Chin) offers someone a slam to him. This comedic revelation opened me up to possibilities. What if you could tell someone to step up before their "deepwater valley" instead of ending with an unfinished business list? Or, even better, if you run a mile every time someone seems to be dragging you into their business?

You might argue that missions are critical to building a fantasy world, but burdening players with too many missions can ruin the credibility of that world. It depicts the situation of a civilian, who can barely function without outsiders' intervention. In this regard, Skyrim is one of the worst offenders. Sometimes it resembles a body robber: an NPC grabs your sight, your cry rises, and before you know it, you already have 17 courier stuffing banknotes into your hands. You walk into the bar for a quiet pint, and when you leave, your search history is big enough to kill a dragon.

Therefore, my task is to avoid anyone who is seeking a task. When the hunter Aela purposefully stepped forward to me, praising my shooting skills and discussing the identity of my companion, I fell into a sprint. She followed. I continued to run until five minutes later, and she finally got rid of the chase. This was a satisfying victory, but I knew there would be other victories, so I began to glance at the horizon, evading the messenger's first glance. Vigilance is the price to pay for pure joy, as he knows that some other gullible idiots will have to retrieve the cursed book of Zix from the "Specific Cave of Death."

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This short experiment, although interesting, made me want more. What if there is a game just to avoid missions, and your sole purpose is to travel through a fantasy world without being too busy with some life-threatening tasks? You just want to go home, but to do this, you have to go through the village of a stranger caught by any potential stranger. The stealth mechanism is very powerful, and when you hear someone coming, you will disguise as a villager or dive into the bushes, so that you hide in view. Or, if you incorporate enough perspectives into your presentation skills, you can even get out of the woods.

"Hero? Me? I'm just a humble onion salesman, his goods are hovering at home." As the villagers think about this, you will be able to hear the whereabouts of the pin, either to let you live and work, or to chase you Yelling at their stolen mahogany claws. Your score is inversely proportional to how many tasks the villagers have to complete.

For those enough to get rid of these unfortunate, needy idiots completely? Doing nothing will never taste so sweet.



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