• @[email protected]
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    442 months ago

    I say this as a game designer: use the stuff you get. That’s why we put it there. You’ll get more, we promise.

    • @[email protected]
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      402 months ago

      And then there are games like… Oh, you sold that quest item? Tough luck, restart the whole game and make better decisions lol

      • @[email protected]
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        162 months ago

        Yeah that’s definitely no good. Thankfully zorking yourself is basically unheard of in modern game design.

        • @[email protected]
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          182 months ago

          Yeah but achievements exist.

          Maybe I did need to carry that garden gnome throughout the entire game and send it into space.

          • @[email protected]
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            72 months ago

            I hadn’t really thought of them that way before but you’re right. That is often where the missable stuff is now.

          • @[email protected]
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            21 month ago

            Then you could get some replay value out of the game. Sometimes I find having goals in the game can help motivate the desire to play, even if I don’t end up going for them.

      • Liz
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        02 months ago

        I miss the old games that didn’t make winning inevitable.

    • @[email protected]
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      102 months ago

      But then I wouldn’t have had the opportunity to dump an attache case full of grenades on the head of the last boss in Resident Evil 4!

    • imecth
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      72 months ago

      This is a game design failure, it’s why max ammo is a thing.

      • @[email protected]
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        62 months ago

        I’m not sure what you mean. You’re saying it’s a failure if the game doesn’t limit what you can carry?

        • imecth
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          112 months ago

          In fps games ? Absolutely. By adding a limit you’re telling your player to use it, or lose it. Gotta protect players from themselves. Unfortunately it’s hard to apply to some types of games, like crpgs which are notoriously bad at giving random shit that you might one day need.

          • @[email protected]
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            52 months ago

            Ok cool, I definitely agree in most cases. Limitations create choices, and choices are what create meaningful gameplay.

            I don’t think you can use this as a blanket statement, though, even if I usually prefer it personally. Some people absolutely despise inventory management, and that’s fair.

            I also don’t think inventory limits totally get rid of the hoarding thing. For people who hoard to an extreme it can create a lot of distress for them, and they probably won’t enjoy the game as much. They still try and hoard, and end up having to leave things behind or throw things away, still never using them. It’s not an easy problem to solve.

            It sounds like we have a similar preference though, and I agree that it can be really good design to limit people to create a more powerful experience. It’s certainly the way I design in general.

          • @[email protected]
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            52 months ago

            There should be some kind of mechanic where you can put the thing somewhere and retrieve it later. Sort of like a ender chest, but with multiple, mutually-exclusive repositories.

            For example, you could sell the item to a particular NPC, and someone else from the NPC’s same guild in a different city might have the item, but only if you ask about unusual items. “Oh yeah I bought this the other day from my counterpart in Lombard: <the item you sold>”

            Some way to free up inventory, and take a chance the item will still be in your world later.

      • @[email protected]
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        72 months ago

        Old games definitely were much more comfortable with missable very important items. There’s a certain magic to it, but it can definitely feel pretty bad.

    • @[email protected]
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      52 months ago

      I say this as an old timer: use the stuff you get. That’s why you have the urge now. You won’t get more, I promise.