In fps games ? Absolutely. By adding a limit you’re telling your player to use it, or lose it. Gotta protect players from themselves.
Unfortunately it’s hard to apply to some types of games, like crpgs which are notoriously bad at giving random shit that you might one day need.
Ok cool, I definitely agree in most cases. Limitations create choices, and choices are what create meaningful gameplay.
I don’t think you can use this as a blanket statement, though, even if I usually prefer it personally. Some people absolutely despise inventory management, and that’s fair.
I also don’t think inventory limits totally get rid of the hoarding thing. For people who hoard to an extreme it can create a lot of distress for them, and they probably won’t enjoy the game as much. They still try and hoard, and end up having to leave things behind or throw things away, still never using them. It’s not an easy problem to solve.
It sounds like we have a similar preference though, and I agree that it can be really good design to limit people to create a more powerful experience. It’s certainly the way I design in general.
I’m not sure what you mean. You’re saying it’s a failure if the game doesn’t limit what you can carry?
In fps games ? Absolutely. By adding a limit you’re telling your player to use it, or lose it. Gotta protect players from themselves. Unfortunately it’s hard to apply to some types of games, like crpgs which are notoriously bad at giving random shit that you might one day need.
Ok cool, I definitely agree in most cases. Limitations create choices, and choices are what create meaningful gameplay.
I don’t think you can use this as a blanket statement, though, even if I usually prefer it personally. Some people absolutely despise inventory management, and that’s fair.
I also don’t think inventory limits totally get rid of the hoarding thing. For people who hoard to an extreme it can create a lot of distress for them, and they probably won’t enjoy the game as much. They still try and hoard, and end up having to leave things behind or throw things away, still never using them. It’s not an easy problem to solve.
It sounds like we have a similar preference though, and I agree that it can be really good design to limit people to create a more powerful experience. It’s certainly the way I design in general.
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