Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026 Февраль 2026 Март 2026 Апрель 2026
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
19
20
21
22
23
24
25
26
27
28
29
30
Game News |

RPGs like Avowed need to stop letting me steal everything that isn't nailed down

It's not easy surviving in the Living Lands. Everywhere I go in Avowed, I meet desperate, scared people, laid low by nature, or criminals, or political conflict. They tell me their sad stories, and I swear to help them however I can. And then I walk into their house and steal all their possessions.

Fair warning: this is going to be a fairly petty rant. But I'm baffled that in 2025 this is still so common in RPGs. To be clear, I'm not against the option of stealing things. It's when you can do so with no consequences or reaction—people's cupboards and shelves functioning exactly the same as the treasure chests and weapon racks in dungeons—that it bugs me.

Every time I'm in any kind of settlement in Avowed, I can feel this feature chipping away at the immersion. These refugees are starving—but they don't care if I pick up all their remaining food right in front of them. This shopkeeper owns the most exclusive emporium in the city, but doesn't lift a finger to stop me walking into the back and rifling through his stockroom. After a crucial and intense conversation with a mysterious oracle about the nature of my soul and the destiny ahead of me, I'm free to stride up the stairs to her bedroom, take all her jewelry, and read her diary. It's just silly.

Avowed's only the most recent offender—last year's Dragon Age: The Veilguard had the same problem, and it seems to be an immovable tradition in JRPGs. These big budget adventures that otherwise expend huge effort and resources to create an immersive world and an engaging story undermine themselves with this one feature, and I can't work out why.

I understand that I control the buttons I press, but the balance of these games often hinges on the idea that you'll play the relentless kleptomaniac. Avowed's gear upgrade system has me endlessly scrabbling for materials, and there are often unique items to be found in other people's possessions—to ignore it all in favour of preserving my character's dignity would just be handicapping my playthrough. The game directly incentivises you to break its own illusion. Sometimes important pieces of lore are even hidden in these stashes, tying your understanding of the plot to the same larceny the storytelling never acknowledges.

Avowed unique weapons: Grab these early
Totem of Rightful Rulership: Find all the pieces
Intimidating Feline Codpiece: Treasure map solution
Kai romance: Soldier through together
Avowed Ygwulf: How to handle the assassin

(Image credit: Obsidian Entertainment/Microsoft.)

Not all games have the scope for a full crime and punishment system—I understand that too. Games including Kingdom Come: Deliverance 2 and Baldur's Gate 3 let you fully roleplay the thief, sneaking past NPCs and breaking past locks to secure ill-gotten gains. They have guards watching out for you, ready to throw you in jail or charge you a fine if they catch you, and in some you can even earn a lasting reputation for lawbreaking that follows you from town to town. But implementing something like that is a huge amount of work, and often RPGs simply put their focus elsewhere. I'm enjoying Avowed, but it's an intentionally modest game, and its world simply isn't made to be reactive in that way—that's absolutely fine.

But then why fill every home and shop with containers of items in the first place? If a theft system isn't in the budget, just don't put stuff I can grab all over the place—surely it's as easy as that. Is the fear that players will become bored in settlements if they aren't constantly bombarded with loot? Or that a drip-feed of incentives is needed to keep players engaging with the environment? It doesn't seem necessary, to me—I like in RPGs when adventuring in urban spaces feels very different to exploring the wilderness, and sidequest rewards can surely make up for any shortfall in loot.

Am I just overthinking it? Maybe. I'm sure there are lots of players out there who not only don't care whether a game notices them clearing out every house in town, but have never even considered that it might be an issue. But I come to roleplaying games to play a role, and I love the immersion of losing myself in another world. Anything that regularly snaps me out of that risks pulling back the curtain on the entire game, reducing a kingdom in need of saving to just a checklist of things to click on until they either die or give me something. Please, RPG developers: if you're going to let me snatch a man's life savings just so I can buy a slightly nicer hat, at least give me a slap on the wrist for it.



Читайте также

Windrose: If you can't find the buyer for the People of Tortuga, it's because he's not on Tortuga

After the death of Dragon Age, it's a megaton bummer to go back and hear BioWare's founders talk about the series' bright future

US may force operating systems to have mandatory age verification, share info with third parties




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.