this post was submitted on 24 Nov 2023
157 points (94.4% liked)
Games
16665 readers
656 users here now
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
- News oriented content (general reviews, previews or retrospectives allowed).
- Broad discussion posts (preferably not only about a specific game).
- No humor/memes etc..
- No affiliate links
- No advertising.
- No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
- No self promotion.
- No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
- No politics.
Comments.
- No personal attacks.
- Obey instance rules.
- No low effort comments(one or two words, emoji etc..)
- Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
Other communities:
Beehaw.org gaming
Lemmy.ml gaming
lemmy.ca pcgaming
founded 1 year ago
MODERATORS
Inventory management is the bane of RPGs.
I'd like to see a series of games that accepts how big of a role this annoyance plays where literally the whole game is only inventory management.
Backpack Hero gets close to that in a rougelike/lite kind of way
It always reminds me of a beautiful quote that I’m going to butcher from one of the Factorio devs. If something isn’t fun, no matter how sacred it feels to your gameplay, get rid of it.
It’s hard to think of a game that has been improved by having inventory weight caps. For most games there should be two systems: resource hoarding, and item unlocks. You find an item, it’s now unlocked gratz. You find gold? Hoover it all up.
Really the only game I can think of where it really adds depth to the game is Darkest Dungeon 1. You have so many inventory slots, and you start out with them somewhat filled with food and assorted supplies to help you go. As you progress through a level, you naturally use up some supplies, but you still eventually have to choose whether to keep the bandages or the loot. But that was clearly a deeply thought out mechanic in the game, core to the experience, not “oh well skyrim has inventory management so we should too”.
I would add Pathologic 2, where resource scarcity and limits on inventory capacity are a driving force of the experience.
Backpack Battles, basically.
It was a major component in playing Death Stranding optimally.
Yeah, the genius of the game was taking the stuff that sucks the most in open world games (inventory and fetch quests) and turn it into an enjoyable experience. The game stops being fun when it starts to be less about that (once you're ziplining everywhere the game starts to get kinda boring).
I agree with that. I would have liked the whole game to be on foot, really make you think about your choices