Logic that is obvious to gamers

The wizard who built and staffed the dungeon you’re looting helpfully left weapons, medicine, scrolls, books of mind-bending arcane power, and magical replicators (aka “save points”) laying all over the place. Security be damned, there are rules of hospitality to observe.

You can sell 5000 swords to a shopkeeper who lives in a town with a population of less than 50 people. Not only won’t he run out of money, the price of swords will remain completely unaffected despite you flooding the market.

Spells with awe-inspiring name like “Annihilator of Worlds” and that you have to work toward for most of the game will turn out to be useless due to having no effect on major enemies, horrible side effects, or high costs. No, the truly useful ones are usually low level ones that scale up with the player level, like “Slow”. Unless “Slow” can be resisted in which case it only affects kobolds.

The people that you meet in a game are remarkably broad-minded, and will provide goods and services to a blood-drenched necromancer every bit as cheerfully as they will to a shining paragon of goodness. Dwarves, however, will occasionally be a bit snotty toward elves.

Nothing that you must have to progress in a game ever requires picking a lock to obtain unless you’re playing a lock-picking simulation.

If you have a spell that lowers an enemy’s resistance to magic, it will resist that spell because you haven’t lowered its resistance to magic yet.

If you have a weapon that procs massive damage, it will proc only when the enemy you’re attacking is at 1% health.

Except in Fable, where it will effect the market… In such a way that you can buy 50 gems from a merchant, and then sell them right back to him, for a profit.

Oh, and despite the merchants having unlimited gold for bulk amounts of small sales, they still have some absolute cap they won’t go over for buying a +n item of awesomesauce.

They can also kick.

A lot of these are about Skyrim aren’t they?

Other adventurers take an arrow to the knee and retire to become a city guard. I come out of a fight looking like a pincushion and am fine a few minutes later. We need to do something about the state of health care in Tamriel.

Not true in Skyrim. That game is a bit too realistic sometimes.

Police don’t care about you speeding, running red lights, running over a certain number of pedestrians, or rear-ending a car at 100+ MPH. But fire your weapon once or barely scrape a cop car and they’re after you.

But that’s ok, just get out of their search radius for a few seconds and they will forget all about you.

You know when a stranger you’re talking to is going to join your party at some point because he/she has both a name and a tiny picture of his/her face floating in the air.

Even the bad guy that is bent on destroying the world will fight with a sense of honor. He knows you’re the chosen one destined to bring his evil plans to an end, and rather than sending his top lieutenant at you as soon as he knows, when he could easily crush you in a single hit, he sends his weakest minions first and progressively works up allowing you to gain experience and loot to defeat him.

Similarly, if an enemy has an ability that will one-shot you, or otherwise do massive, virtually unhealable damage, he will broadcast that ability so you have an opportunity to dodge it. Sometimes, he’ll even bring up nice little walls to stand behind, or protective bubbles to stand in to help that don’t serve any purpose in defeating you, their only purpose is to help you defeat him.

Always kill the healers and/or glass-cannon types first.

Okay, so you’re the chosen one. But, strangely, your siblings, your childhood friends, that random beggar you run into, they all end up being virtually as powerful allies, or they’ll betray you and become powerful enemies. In fact, the closer someone is to you, the more likely they’re secretly and unexpectedly super powerful and also the greater chance they’ll betray you.

You can die to a boss a hundred times, you get as many mulligans as you need (or, in the old days, as many as you have quarters for) but you only need to kill the boss once. Similarly, you can die a hundred times in all kinds of horrible ways and be brought back to life with a simple ressurection cast, but if storyline demands it, an NPC will die from a relatively minor wound and is immune to ressurection.

There is always time to save a kitten even when on a very important quest to save the world.

Money, dead bodies and other valuable items may lie around in the streets indefinitely. It’s not unknown for there to be a fresh crop of valuables on the ground on the first of the month, either.

Be sure to check toilets, no matter how filthy, for valuable and useful items.

Even if you’re a selfish, greedy, thieving asshole, it is almost always good to return whatever artifact/item/memento to whoever it belongs to rather than take it for yourself. You will be rewarded above and beyond the value of that item.

If a guard sees the still bleeding corpse of his buddy lying in the gutter, he’ll step over it without comment.

Also, every creature in the world can see 20 feet. So if you’re 21 feet away from them, they won’t be able to see you.

When an orphan kid gives you his dead mother’s heirloom silver necklace as a memento of how you saved the entire orphanarium from goblins, feel free to sell the priceless keepsake to the nearest shopkeeper you can find.

Also, dying instantly and dramatically reduces a person’s overall mass: shoot a guy once, and even though you just took out over half his hit points, he won’t even flinch. Shoot him a second time with the same gun, and he goes flying backwards like you just launched him out of a trebuchet.

When only you and your ragtag band of adventurers are the only people standing between the universe’s greatest evil and the destruction of the world, the shopkeeper with the weapons you need to prevent cataclysm WILL STILL CHARGE YOU. And full price, to boot.

Don’t you see? If he doesn’t charge you full price, then the Dark Lord wins!

You can keep fresh fish in the bank for several years and it will still be fresh fish.

This is one of the things that I liked about Arcanum. If you dropped an item on the ground where there were people around, SOMEONE would pick it up. Maybe one of your henchmen, maybe the shopkeeper, maybe a pedestrian. The cities had trash barrels scattered around, too, and for the most part, those barrels were emptied on a regular basis. Some barrels never got emptied. For the most part, though, the barrels were emptied daily (so don’t use them to store your goods) and other people deposited things in them, so if you check the barrels on a regular basis, you might be able to find things to sell or use. Also, most dead bodies in Arcanum will decompose.

(In Might & Magic VI) - You can hire henchmen from their permanent homes, travel halfway across a continent, fire them while you are in midair and teleport back to the marker you put outside their front door, knock on their door and they will have got home before you.

  • An exception to the rule about items: Anything you drop can stay there for weeks if all you do is walk around in the same town. But teleport away and then return, and even if there was no living creature on the horizon any objects you left lying around (not on the dead bodies of their former owners) are all vanished without trace. Even if there was more stuff there than would have fit on a horse and cart.

Feel free to lob your high explosives and super mega ultra fireballs at will. None of the townspeople around will get hurt.

*exception: if the world you inhabit is not in an animation/cartoony style, there is a 50% chance that collateral damage exists.