Does Inventory Management Do Anything for You?
#26
Posté 30 novembre 2009 - 04:08
#27
Posté 30 novembre 2009 - 04:23
This opinion only goes for RPGs - of course in horror/survival games it makes sense to strictly limit the inventory space, but all it does here is spoil the fun and create annoyance.
Modifié par Saavedra, 30 novembre 2009 - 04:26 .
#28
Posté 30 novembre 2009 - 05:23
As soon as it's possible to pick up a suit of armor, you've completely killed any chance of realism anyway. At that point, an unlimited inventory is the only type that makes any sense.
#29
Posté 30 novembre 2009 - 11:59
In general, I'm a slightly paradoxical person because I both am a packrat and seriously hate gear issues. I don't care about equipment at all and would be happiest if I never had to waste a moment's time on what I'm wearing or wielding. It's a huge annoyance when it seems a character's equipment matters more than their innate and learned abilities -- any vapid peasant could be a hero if you give him an Divinium Armor of Immunity To Absolutely Everything and a +12 Hackmaster. The old Ultima games were great partly because gear mattered so little.
WoW exacerbated that dislike because of all the bullcrap with an increasing number of constanty changing and totally incomprehensible stats that take obsessive math-humpers to figure out, who then flaunt their findings as the One True Way To Play The Game And Everyone Who Does It Different Or Can't Understand Our Calculations Is A ****ing Worthless N00b LOL.
Unfortunately, DA has similar tendencies.
But, I digress. in my not so humble opinion, a game should either have a "truly realistic" approach or unlimited inventory. Limited-but-shared inventory plus lack of containers plus inability to drop anything = annoying nonsense. A truly realistic option would involve a weight and volume limit of what you can carry, as well as a WYSIWYG approach to loot (like in Morrowind: you can loot all the armor and weapons the enemy has, and if they have potions or such in their inventory they will use them), and of course proper containers and dropped items persisting in the world (at least for a while, thieves and all), plus the more realistic economy that has been mentioned. I would actually like that approach best. Maybe it'd even break me out of my packrat tendencies (ha!).
But at the very least, I expect to be able to drop things and use containers. I really don't understand why Bioware removed that from their games.
Modifié par Korva, 30 novembre 2009 - 12:04 .
#30
Posté 30 novembre 2009 - 12:12
Korva wrote...
But at the very least, I expect to be able to drop things and use containers. I really don't understand why Bioware removed that from their games.
Consoles?
#31
Posté 30 novembre 2009 - 12:21
I swear I spend HOURS of gameplay time in Baldurs Gate JUST to sort out the &/"(&!!! inventories.
Or worse NWN. You ended up not only with 5 or so inventories, no you ended up with 5 inventories of inventories, i.e. bags. Seriously, try finding ANYTHING this way.
#32
Posté 30 novembre 2009 - 01:07
1: Realism and immersion. It may seem fine to say about all details like this that "it's just a game", and the detail just have a function in the rule set anyway, and that "the rule set could really be completely arbitrary as long as it provides some kind of gameplay". I don't agree with that at all. The DA inventory annoys me because it is totally unrealistic. I didn't knew how it worked for a long time, and I didn't much care. I guess I was too caught up in playing the game. I assume a set of plate armor is going to be a bigger load than a single little nothing, that you just happen to not have previously. But that is not so. I think DA's type&point system with stacking is disgusting. I truly despise it. And I see no valid reasons for making it that way. Well, I just have to push it away and think that it's no big deal, and make sure it doesn't become that again. But these types of design decisions are steadily pushing the definition of our gameplay back to the "collect blue and pink crystals" stadium of abstraction. All while we enjoy better graphics and voice acting. I don't care for this at all.
2: Tedium and convenience. I like limited inventories. Realistically limited inventories. IF and only if there is any gameplay reason for it. If the game has no intention to provide a gameplay importance to choice of what you carry in the inventory, then there is in my opinion absolutely no reason whatsoever to make the inventory limited. That's just tedium and annoyance for the players. But we still have seen a lot of games that fall exactly into that senseless cathegory. Notably many from Bioware. And DA:O seem to be yet another one.
So do I disagree with Bioware's design on the inventory? - Oh, YES!
#33
Posté 30 novembre 2009 - 01:30
#34
Guest_Johohoho.Ehehehe_*
Posté 30 novembre 2009 - 01:36
Guest_Johohoho.Ehehehe_*
Seifz wrote...
I can't stand limited inventories. They're just annoying. I understand the desire for realism sometimes, but the inventory just isn't a place where I want realism at all.
I think of it this way. If I'm in a dungeon and my inventory is full, I'm going to leave that dungeon, sell everything that I don't want to keep, and then come back to the dungeon to begin looting again. That's just about as realistic as carrying too many swords and breastplates, but it's infinitely more annoying!
And that bit about the tower, where you couldn't leave the entire time... Bah! It was really unfun deleting items to make room for betters ones.
I agree wholeheartedly.
#35
Posté 30 novembre 2009 - 02:01
thegreateski wrote...
Unlimited.
What do you think the dog is in your group for? Fighting?
Hell no! he's a pack mule/dog.
They wouldn't be able to exploit console owners by only including item storage in DLC though....Oops wrong thread
#36
Posté 30 novembre 2009 - 02:05
Inventory management IMO is a consequence of design choice concerning in-game economy. In that respect, as has already been stated by other posters, only a totally abstract (i.e. unlimited, shared) inventory, or a totally realistic inventory make sense. Then again, it seems game design doesn't have to make sense to be enjoyable for most people...
I just hope there is still a place for realistic - maybe I should say simulationist - design in games.
#37
Posté 30 novembre 2009 - 02:10
#38
Posté 30 novembre 2009 - 02:15
while you may have the strength to carry 3 sets of plate mail, you surely wouldnt be able to juggle it and play effectively at the same time. in the same regard some objects may be smaller but weigh a ton to where you could only carry a few of them before being burdened down with the weight.
i would guess in general its just a pain in the backside to deal with all that really, because you would need to set parameters for every single item in the entire game, and its just easier to slap up a list and say you can carry X amount of items.
personally i dont mind micro-managing inventory, its just another thing to keep track of and think about, no biggie.
Modifié par F-C, 30 novembre 2009 - 02:17 .
#39
Posté 30 novembre 2009 - 02:28
Sidney wrote...
My problem with it in both ME and DAO is that unlike the fairly clean inventory management of BG (+1 > +2) I'm stuck with a ton of weapons and armor that have grossly marginal gains (gloves 1.01 or 1.25) or effects that are badly unclear. They've black boxed the game enough that I do not know if it is better to add physical resistance or defense. Is it better to do more damage or get armor penetration? There's just not enough information displayed in the game to make rational decisions so I wind up making rather uninformed decisions and they feel pretty meaningless.
Amen. That is exactly what I meant by my mini-rant regarding WoW and similar tendencies in DA. This game badly needs more transparency. As much as I dislike (A)D&D, at least it's transparent and relatively simple. JE was even simpler, of course, it fit the setting that it was almost entirely about player and character skill instead of some stupid Monty Haul (transparent or not).
This is only partly related to the inventory question, of course, but having seven "tiers" of gear with sometimes only fractional increases in armor but significent increases in fatigue, and various weird properties that you can't find any explanation for, certainly doesn't help. In the end I just said eff this and sold all weapons and armor that I didn't want to keep for looks or as a trophy.
Modifié par Korva, 30 novembre 2009 - 02:29 .
#40
Posté 30 novembre 2009 - 03:22
#41
Posté 01 décembre 2009 - 04:19
zippie151 wrote...
I would have said unlimited inventory would ruin the fun of managing your inventory
So you think it's fun? Anyone else thinks it's fun? I tried to present this thread as neutrally as I could, but I'm sure it's pretty apparent to everyone that I hate hate hate inventory management, and I'm really curious to see if the majority derive enjoyment from it. I'm aware that save space limitation on consoles is a reasonable excuse for having it even if it's no fun, but I've seen game devs describing it as a game feature and saying they want players to manage their inventories.
#42
Posté 01 décembre 2009 - 04:35
#43
Posté 01 décembre 2009 - 04:38
Also can someone explain why consoles are effected by inventory management.? Does the game become bigger in size if the inventory item moves from a locked chest to the players inventory?
#44
Posté 01 décembre 2009 - 08:51
dl5910 wrote...
Also can someone explain why consoles are effected by inventory management.? Does the game become bigger in size if the inventory item moves from a locked chest to the players inventory?
This is the often toted excuse, but I find it very hard to swallow. Is there a console DA:O is on that doesn't have a harddrive? How much stuff would you have to have in your inventory before it even filled a single megabyte?
#45
Posté 01 décembre 2009 - 08:55
#46
Posté 01 décembre 2009 - 11:44
Jolly Teaparty wrote...
So you think it's fun? Anyone else thinks it's fun? I tried to present this thread as neutrally as I could, but I'm sure it's pretty apparent to everyone that I hate hate hate inventory management, and I'm really curious to see if the majority derive enjoyment from it. I'm aware that save space limitation on consoles is a reasonable excuse for having it even if it's no fun, but I've seen game devs describing it as a game feature and saying they want players to manage their inventories.
There are a lot of OCD types who thrive on this sort of micromanagment.
I'd be fine with, basically, no droppable goods unless the item is enchanted. I could live with the very reasonable explaination that:
1. Most things are going to be broken or ruined froma combo of slashes and burn marks after most fight.
2. What isn't broken you can't carry with you anyways.
3. Most bad guys don't die with pocket change - WTF does a Grenlock do with his silvers?
Pay me for finished quests and I can stop playing around with tons of crap in my backpack and I don't have to spend a ton of time looting up all the dead bodies like some sick grave robber.
#47
Posté 01 décembre 2009 - 11:54





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