Mike Spivey's A Beauty Cold and Austere had a gray lady guarding a storage bin, where you could ask her if something had served its purpose. If it did, in the bin it went. If it didn't, you may've gotten a vague hint what to do with it.
So this got me thinking, what other games had such a mechanism? It could be an NPC, an item, or (as in BCaA) a combination of both.
This seems particularly useful for games with lots of items. I know a lot of games manage to destroy items once they're no longer useful, which seems like good player-time-saving design for less ambitious games e.g. in a comedy, the stuff you're done with blows up or something, so you aren't confused about a wacky item.
BCaA had several really good reasons not to destroy everything once it was used, since it had some alternate-solution items and also some that could reset a puzzle, so the player knew they weren't missing anything. And I suspect other games have different items/mechanics & I'd love to know of them.
Previous | << 1 >> | Next