• Zathras@lemmy.zip
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    4 days ago

    My husband does this with his scrolls too. And every piece of gear he “might” want to use. Not I. Stick to the plan, gear the characters you know you will use, and sell the rest.

    • SpaceNoodle@lemmy.world
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      4 days ago

      This is why I kinda like games that explicitly limit your inventory. Most recent example I’ve played is Atomfall, but Death Stranding is probably the real standout; it had me critically examining my loadout at every shelter, and it was (quite literally) a balancing act among survival, traversal, combat, and gathering.

      In BG3, I pick up literally every book I find and dump it in my wife’s inventory for a laugh

      • MotoAsh@lemmy.world
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        2 days ago

        Ehh, it depends, IMO. If the game is designed to not be a lootfest and it limits your inventory? Great!

        Designed as a traditional lootfest, but limiting inventory? That’s just purely hostile design.

        • LucidNightmare@lemm.ee
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          3 days ago

          Same here. It’s a videogame, I don’t want to have to do inventory management if I am trying to play in my limited time frame, I just want to play the game!

          • Soggy@lemmy.world
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            2 days ago

            Inventory management is a component of “playing the game” though, and many of us find that it adds to the experience.

            • MotoAsh@lemmy.world
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              2 days ago

              If I bought an RPG, I want to play characters. If I wanted to manage inventory, I’d buy a store sim. Give me what I paid for or fuck off and lose my business.

              … That said, of course RPGs that are very roleplay heavy can benefit from a touch more of realism. It just comes down to what the point is and how it fits in with the other aspects of the game. Realism, keeping the player from just cheezing everything with items, pushing players away from treating it like a lootfest? All good things, usually.

              Though if the limited inventory clashes with other design decisions, like having a robust crafting system with lots of parts that will clog the limited inventory and require constant management if you want to engage? Then you’re just an asshole uncreative game designer.

            • LucidNightmare@lemm.ee
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              2 days ago

              That’s great, and I’m genuinely glad you enjoy that experience! I do not though, and as I said, I have maybe 1 hour or 2 to play my games after work. I do not have the time for it myself, but definitely understand how others enjoy the extra challenge.

              Options are always good for everyone. :)

      • JackbyDev@programming.dev
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        3 days ago

        Death Stranding was almost really really good but had a few choices that just made it a bit of a slog. I still loved it though. I’m hoping the sequel fixes some of those.