John Harris wrote a great article on
identification systems. Frankly, the ID system in Golden Krone Hotel is not particularly interesting. This article gave me a simple idea for a better one:
Instead of unidentified potions being complete mysteries, the player can see that each potion is one of let's say 4 possibilities. So I might see that one potion I am carrying is either:
Potion of Might
Potion of Restore Abilities
Potion of Immolation
Health Potion
This solves my biggest complaint with ID systems: it all feels like a dice roll. I might have the best potion in the game, I might have the worst. The safest and most boring option is to waste the potion in a quiet spot. In this system, however, I know I'm only getting a handful of outcomes. The risk/reward is more straightforward. I also think this is better for beginners because they don't have to rely on encyclopedic knowledge of all items to calculate the expected value of quaffing a potion.
In this situation, it might be worthwhile to chug this potion during a tight situation because I have a 50% chance of getting help in battle, a 25% chance of taking damage (and even Immolation might have advantages), and a 25% of nothing happening assuming I don't have any stat deficits.
Those 4 possibilities will of course get winnowed down throughout the game. If I were to chug a Potion of Might in this example, I'll know right away what it is. Using a Potion of Restore Abilities without stat loss or a Health Potion at full health would only remove two possibilities (I know the other two potions have immediate effects and nothing happens).
There's a bit of a domino effect in this idea in that identifying one potion type may identify another and so on. To mitigate that, it might be good to bundle up the potions: those 4 example potions would always be listed together as the "possible" potions for each other.
I'd really like to follow some of Harris's principles here:
Can bad items sometimes be put to positive use?I should be able to completely eliminate any purely bad potions. For instance, I want to have a Potion of Blindness that is useful against some Medusa type creature.
Are there enough items in the game, relative to the length of the game and item generation rate, that the player is reasonably sure not to find everything in one game?I want potions to be the only consumable and I'm planning on at least 30 kinds. Combined with a relatively short play time, this might work. It raises another issue though: is it too overwhelming for the player to have 20 items of the same kind in their inventory? Would it be much better to split the items up into scrolls and potions? If so, I lose some of the benefit here.
Are items sometimes not identified after use?I'm brainstorming really hard to come up with items that only have effects in certain situations. I usually hate wasting scrolls/potions and not figuring out what I had. But at least in this system, you should typically find out
something about the item you were holding through the process of elimination.
Thoughts?