that’s the thing tho - doesn’t need to be RPG. i’m not even entirely sure the game i’ve got planned is an RPG. i do know it needs LOOT tho cos 99% of my gamer friends are loot goblins.

I feel like I can tell you more what I don’t like than what I do like. Inventory management in games is one of those things which, like health, seems to almost inevitably be immersion-breaking.

Bethesda’s weight system is one of the worst, partly because it’s a pain to manage, but also where am I phsycially carrying all this ‘heavy’ stuff?? My avatar doesn’t even have a rucksack. Sure, these guns are weighing me down, but my bigger issue even if they were made of ultra light-weight modern materials would be that carting around 30 weapons would mean I couldn’t fit through doors. So I guess my beef there is that the system goes really hard on one aspect of ‘immersion’ but completely disregards something else central to that immersion. Weight without (any) physical presence.

The Last Of Us is one of the better jobs I’ve seen which plays into @Epimer’s comment on it being core to survival gameplay. The resource management works pretty well for the most part with meaningful tradeoffs. Only beef there was that you were often short of ‘rags’ despite killing so many clothed enemies. Sure, I don’t necessarily want to use their grubby clothes to treat my wounds, but I’m sure they’d do for a molotov cocktail. Also, nice use of a physically present rucksack - only issue there is where you’re storing your weapons which aren’t immediately equipped. My bow sits on my back when equipped and is much bigger than the rucksack, but then magically folds back into the rucksack when it’s not a primary weapon. Anyway, minor complaints - it’s a good system.

I quite like the Souls system tbh where you have your ‘active’ items in a kind of sub-inventory for quick access. And the way story info and lore is communicated through item descriptions means you have an incentive to engage in the inventory menus. I mean, they do have weight, but that’s about what you have immediately equipped rather than a weird absolute limit on what you can carry in Fallout.

Dunno if any of that is useful.

Last of Us is really the only limited one I’ve thought has added to the game. I’m not a massive gamer though

I’m a total goblin so I like all the loot which is where systems like Darkest Dungeon infuriate me but also Bethesda games also infuriate me (cos the UI is so bad i guess, mostly). Is there a happy medium?

I just like loot.

not just looking for HADRCORE GAMER OPINIONS so that’s cool. :slight_smile:

Well that’s the one I remember most. Just typing that and getting a list of spurious items.

I like the sound of one that uses weight, though. Very DnD encumbrance rules.

Well then I’d say unless there is a story reason for limiting the inventory then I don’t see the point.
Think games should have an option to choose actually

Weirdly I don’t mind having to manage space, probably because my brain is more visual. I like Resi, where you get an inventory upgrade and lick your lips thinking of all extra weapons/healing items etc you can carry. Only time it’s a problem is when games spew useless junk at you so you have to end up tidying the space all the time, though that can carry it’s own inane pleasure too I suppose.

I hate weight based ones and Resident Evil style size restricted ones.
I understand and respect the reasons behind limiting what you can carry at once, but I never find it to be anything other than a bore.
This is also the worst aspect in BOTW.

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what?

Whaddya buyin

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Dont really care how it’s organised but any attempts to limit how much you can carry or weapons that degrade can get bent.

I like ones like the one in DD because they force you to consider what’s really important to you without absolutely drowning you in it (although that example is ridiculously punitive, particularly since they released districts, so I’ve modded the amount of heirlooms you can stack. Sue me)

Think inventory systems crucially become shit when you can carry/have to carry so much stuff around with you it all fades into irrelevance and annoyance you’re constantly having to rifle through, at which point it would be better to shunt it into a separate crafting system or some such.

Quite like the jigsaw-type one in the recent Deus Ex games, thinking about it. Small enough for you to think about it, big enough for it not to be really annoying, and you can spend upgrade points on it if it’s something that bothers you.

Witcher 3 was alright. Had to do v little cocking about with that. Once you had the upgrades it was big enough to carry what you needed plus as many broken rakes and candelabras as you liked (if that’s the sort of thing you like)

WHAT?!

i’ve finished resi 4 like, i dunno, 30 times or some shit. the inventory gives me the horn

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Depends very much on the game.

RE4’s system is on the face of it a dreadful faff, but the fact that you have to keep choosing what to throw away, whether it’s worth buying that rifle early on if you have to get rid of a whole load of ammo and generally making the best of what space you have I think works pretty well in that particular game. In something like Half Life (my reference points for First Person Shooters are pretty antiquated!) it’d kill the flow of the game though.

This is key too. If you’re going to give me 200 different items, most of which have one very specific purpose, then don’t show me all of them all of the time, or make me scroll past 50 types of flower to get to the thing that I want to use every couple of minutes.

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big fan of stuff like ultima VII.

Love it when bags/containers have their own separate window/space with stuff inside, really satisfying in a nerdy way.

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