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03-30-2010, 05:34 AM
One of the things that I've always loved about the survival/horror/suspense sorts of games is that the only thing the heroes really have going for them is their ingenuity. The monsters are bigger, stronger, faster, and/or more numerous, and thus often are flat-out unbeatable in a straight fight. Victory requires thought and planning.
I don't expect combat in TSW to be quite this one-sided, at least not most of the time (it's not the above sort of game, and it must balance MMO-style action with its other themes), but I would like to see elements of this philosophy come into play. Managing your gear is one of the perfect ways to do this. Not just ammo management, but making sure you have the right tools to do the job (silver for werewolves, fire and high-trauma weapons for zombies, etc).
The problem there, of course, is that the MMO genre has set a lot of precedent for how much gear characters can carry. Many folks will likely not be happy unless they can carry around 20 weapons, 5 suits of armor, 3 dozen assorted widgets, and still have sufficient pack space for hours of looting. That's not an easy expectation to overcome without pissing people off.
At any rate, it'll be interesting to see how things turn out.