I just cheat to make my carry weight huge when I play skryim or fallout. I am not going to be wasting time fucking around with an inventory limit. It’s stupid.
Being able to carry around 15 swords and 3 suits of armor is already breaking immersion. Drawing the line at 300lbs or whatever it is by default with no account for the bulk of the items you’re carrying is just weird. Either be realistic about carrying things or don’t.
A game is defined by its restrictions, otherwise it’s not a game. It doesn’t need to be realistic, it just needs to have something where at some point you must make a strategic choice.
The strategic choices should be about making the game fun and interesting. Not more tedious. All the carry weight limit is doing is making it take more trips to clear a dungeon, it doesn’t add challenge to the game, it’s just boring.
You can argue, that the decision of “what are you taking with you”, is equally a design element to consider.
I like games, where there is real reason behind taking this or that loot.
But I enjoyed gothic remakes endless inventory too.
I didn’t deny that it was a design element. Having to select certain pieces of gear or buffs or whatever for your build is interesting. There are games that do that well. But the way it’s implemented in Skyrim and Fallout doesn’t make sense. You can still carry enough potions to just chug your way through the boss fights and all the magic items you could want for various situations. All it’s doing is making it take longer to move the shit you’re going to sell around. Just not being able to haul everything out at once adds nothing interesting to the game. It’s easily mitigated but there’s no strategy to just stuffing everything into a severed limb on the way out and running back and forth to town to dispose of everything. It’s just wasting the player’s time.
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.
Every time I play Skyrim:
“You are carrying too much to be able to run”
Inventory:
Me: But I might need those later.
I just cheat to make my carry weight huge when I play skryim or fallout. I am not going to be wasting time fucking around with an inventory limit. It’s stupid.
One might argue it’s immersion
Being able to carry around 15 swords and 3 suits of armor is already breaking immersion. Drawing the line at 300lbs or whatever it is by default with no account for the bulk of the items you’re carrying is just weird. Either be realistic about carrying things or don’t.
A game is defined by its restrictions, otherwise it’s not a game. It doesn’t need to be realistic, it just needs to have something where at some point you must make a strategic choice.
The strategic choices should be about making the game fun and interesting. Not more tedious. All the carry weight limit is doing is making it take more trips to clear a dungeon, it doesn’t add challenge to the game, it’s just boring.
You can argue, that the decision of “what are you taking with you”, is equally a design element to consider. I like games, where there is real reason behind taking this or that loot. But I enjoyed gothic remakes endless inventory too.
I didn’t deny that it was a design element. Having to select certain pieces of gear or buffs or whatever for your build is interesting. There are games that do that well. But the way it’s implemented in Skyrim and Fallout doesn’t make sense. You can still carry enough potions to just chug your way through the boss fights and all the magic items you could want for various situations. All it’s doing is making it take longer to move the shit you’re going to sell around. Just not being able to haul everything out at once adds nothing interesting to the game. It’s easily mitigated but there’s no strategy to just stuffing everything into a severed limb on the way out and running back and forth to town to dispose of everything. It’s just wasting the player’s time.
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.
Fair enough
I compromise and use the bag of holding mod. Makes it slightly more immersive, especially because you can do a quest to unlock it
Drink a solution of strength, fast travel across the map to the shop and then limp in