• Paradachshund
    link
    fedilink
    English
    arrow-up
    15
    ·
    2 days ago

    They are, you’re correct. I don’t think it would work in every game either. Inventory management can be a powerful tension and choice device and getting rid of that isn’t always a good thing.

    Extreme inventory QOL often just turbo charges hoarding behavior and makes individual items feel meaningless. Just pop it in the bag, who cares, it’s all weightless anyway!

    Don’t get me wrong, sometimes easy inventory is great, but I think inventory management gets a worse response than it deserves a lot these days.

    /rant

    • Owl@mander.xyz
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 day ago

      Inventory management can be a powerful tension and choice device and getting rid of that isn’t always a good thing.

      Do you have a good example? Inventory management has always been tiring and annoying for me

      • Paradachshund
        link
        fedilink
        English
        arrow-up
        4
        ·
        1 day ago

        One example I like is Dredge. If you took away inventory management from that game, you would basically destroy its whole economy and progression system. It would also get rid of the interesting way they make having tons of equipment mean you can’t carry as much at once, creating a tradeoff.

        I think one thing people get mixed up is the limitation side of a limited inventory – which is often a good thing for creating choices, tension, and pacing – and the physical action of sorting and arranging an inventory. This second one is a perfect place to streamline in my opinion because while the limitations on inventory create meaningful choices, having to spend a while rearranging your stuff to fit something in is very rarely good gameplay. You might already be making this distinction, but I wanted to clarify that just in case.

        Inventory size/weight capacity is essentially a resource to manage, and I’m a big proponent of resource management in games (and this is coming from a designer who tried to get rid of and streamline resources for years – it has some major downsides).

          • Paradachshund
            link
            fedilink
            English
            arrow-up
            2
            ·
            1 day ago

            The first one, the icy one, is just alright. It gives you another area basically that’s about as much content as the 5 base game areas. The new one the iron rig is pretty fun, though I thought. If you really like dredge I’d say get both.

    • k1ck455kc@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      7
      ·
      edit-2
      2 days ago

      In Avowed they focus on management of weapons and armor as a tool for discretionary encumbrance. These items directly effect gameplay and therefore matter more to the player.

      The smaller items that are all weightless effect gameplay indirectly and would make managing encumbrance a bit more convoluted.

      Seeing as Avowed is more of a boiled-down rpg than what it is directly compared to (Skyrim), that extra time spent managing trivial items in an inventory just seems like a waste when the game itself is really trying to be a streamlined version of meatier rpgs.

      • Paradachshund
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 days ago

        Great points! I think you’re spot on that a streamlined RPG would benefit from easy inventory management. I’ll have to learn more about the armor and weapon system you talk about cause I’m curious to hear how it works.

        • k1ck455kc@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          3
          ·
          2 days ago

          Yeah it really just works kinda like i said, but the game also does a good job of organizing items so you can easily tell if you have more than necessary.

          Another example of streamlining is the stamina system. It is limited in a fight to create a sense of balance and progression as you upgrade it… But when running around the world it is unlimited.

          This is nice because it does not hinder traversal and imo worrying about stamina as i explore takes more away from the experience than it adds to it.

          • Paradachshund
            link
            fedilink
            English
            arrow-up
            1
            ·
            2 days ago

            That’s interesting about the stamina. I agree that having to constantly start and stop sprinting isn’t a great solution and it’s never felt quite right to me either. The only games where it feels like it adds anything are ones where running out is dangerous. For general exploration it’s kind of a chore.