• Lemming6969
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    23 hours ago

    As you run by items, should they just automatically get picked up and sold? Or just enter 1 giant spreadsheet so you can use or access the value of anything you’ve been near? Should you even be able to pick up a plate or should only core items be actual items like old school games? I’d argue the player is deciding what is and is not worth their real life time, else again, it’s not a game, it’s a spreadsheet. Granted, there’s a fine line to walk here between what is a game, what strategic decisions there should be, and how tedious should things be. It’s more complex than what you’re considering, and it’s a very slippery slope that ends in spreadsheets, math, automation, and whether or not anything is worth playing at all, or is the story the only important part and the rest is just wasting time… So perhaps no games, just books.

    • lightnsfw@reddthat.com
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      21 hours ago

      As you run by items, should they just automatically get picked up and sold? Or just enter 1 giant spreadsheet so you can use or access the value of anything you’ve been near?

      Of course not, picking stuff up gives you a dopamine hit, which is the entire point of playing video games in the first place. If everything happened automatically then you’re right, it would be pointless. People also want to keep/sell different things.

      Should you even be able to pick up a plate or should only core items be actual items like old school games?

      Yes, Some people like setting up the random stuff in their house for aesthetic purposes or to screw around with the game physics.

      Not having a carry limit is not the same thing as having automation. Inventory management is not part of the fun. Imagine watching a game dev presenting their new game and they highlight the carry limit as an exciting part of the challenge. It’s asinine if you’re going to have a game where hoarding shit and needing a ton of materials for crafting is a major part of it. Limit what gear you can access at once if you’re concerned about having too much available to the player messing up the challenge but the miscellaneous shit? why?

      • Lemming6969
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        20 hours ago

        It makes more sense if your character also has a lifetime time limit or cannot return to an area visited, else if you can, you’re right, no point in gating it as a time sink.

        Games need very thoughtful trade-off and strategy management. Diablo for instance had a very beloved or maligned inventory mechanic playing tetris, which was set aside for the same reasons you talk about.

        It matters a lot more if you cannot just whip out 80 potions and swap to optimize gear mid battle… If you had to make opportunity cost choices in games it would matter.

        Great games balance all this, and you get more casual games the fewer choices and consequences there are, until they technically aren’t games anymore and just become number go up simulators.

        • lightnsfw@reddthat.com
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          16 hours ago

          It matters a lot more if you cannot just whip out 80 potions and swap to optimize gear mid battle… If you had to make opportunity cost choices in games it would matter.

          Which you can in Fallout and Skyrim. So we’re in agreement. Having these restrictions in those games is stupid.