A more honest way would be just saying "that's what I think"... but ok, mr. common sense RPG design.Purple wrote:@Tolya
Having not played Skyrim I can't speak from experience. But I do speak from a standpoint of common sense RPG design. I pretty much disagree with you all the way. Most of the things you listed as bad I can say are good.
That is one of the basic misconceptions that people have about RPG games. That you HAVE to get tons of useless trash in order to have fun. Well, for me that's just hoarding and constant body-merchant treks are anything but fun. They are stupid useless time wasters which you can use to bloat your piece of shit RPG. Pen & paper RPG's had a good thing going: you had to bloody write (with your pencil!) down everything you pick up and a good GM could keep the game flowing without turning characters into trash collectors. Computer games automated this process and quite frankly there is nothing more annoying to me than being forced to pick up generic uninteresting stuff from dead bodies or chests. It's useless and it's stupid. Always been.Firstly, there is nothing more annoying than a limit on how many items you can carry. And not for the reason you think. I agree that you will newer need more than one set of weapons and armor per character (maybe two if you are really bent on it). But all the extra loot, especially the generic shit items have a purpose. They are there so you can carry them to the nearest merchant and sell them so that you can have the money to buy the good stuff. The absolute worst and most annoying thing is having to constantly destroy/drop items you know would provide you with just the kind of money you need only if you managed to get to a merchant.
Skyrim handles this extraordinarily bad. Not only you can carry tons of shit (20 swords? not a problem!), but you can sell them only at specific merchants, which in turn have only very limited money. So, if you are hauling lots of loot, you will have to spend literally hours trying to find someone who will buy your useless shit and not run out of money. Actually, it happened because they were trying to fix the problem, but started at the wrong end. Certain shops will only buy certain merchandise, which is fine (no one is interested in warhammers in a tailor shop). Limited amount of money is also good - but it serves no purpose other than being "realistic", and also establishes merchants as sellers rather than buyers, and I guess that is supposed to have some purpose I can't see...
Again, Im going back to JA2, which has probably the best inventory system ever devised (Im at loss why no one else bothers to implement it). Considering that your characters travel a lot, they are not pack mules. They have limited space in their pockets (which you can extend via vests, or backpacks in the mods) and you just have to make do. That forces you to manage your resources wisely. And forces you to manage it AT ALL, not just hoard what you see and sell it later.
In Skyrim, at Breezehome, I have a chest full of stupid useless trash which I will never sell because I don't see the point in wasting time looking for prospective purchasers all over the realm. Im an adventurer, not a trader of used stuff picked up from zombie remains (who would want to touch a sword used by draugr anyway?!)
It does not "solve" the problem, it just makes it easier to offload the trash. Creating more landfills in a city doesn't help the garbage problem. Making people manage their resources does.Now there are solutions to this, like say spraying merchants all over the map like in Bioshock/Borderlands or just making a system where you can send items to some chest in your camp or automatically sell them from far away. But just having a flat inventory limit that forces you to leave loot behind is annoying to no end. And it just creams of bad game design to include features that annoy players.
Categories and lists are solutions to an unexisting problem. In JA2 you didn't have ANY categories at all. You didn't even have lists. You just had icons representing items. Simple and elegant graphical solution. Categories are a must in hoarding simulators like Skyrim or Dragon Age, but dispose of that shit and suddenly you don't have to worry about having too many/too much categories, small fonts and stuff like that.And the absolute worst thing that can happen to an inventory is not to have many categories. The one thing that angered me in Mass Effect (to name another RPG) to no end was that the shops did not have categories listed. And so I had to trudge through all items to select the thing I want to sell/buy. The thought of having that apply to my entire inventory that I have to access not once or twice per 5-10 hours of play but every time I check my drops would drive me insane. As for fonts, I can't say either way. Too small and it becomes a chore to read but too large and there is way to few items per page so you have to scroll down constantly making it a problem to keep track of what you have and how much you have of it. Now if only someone would come up with a system to group all items of the same type together...)
Yes. A very good depiction of lost proportions between gameplay and immersion is GTA IV. You have a beautiful living city... and you can't do anything interesting because of "immersion and realism". If I wanted to be a poor slavic imigrant in NY, I would just jump on a boat and do it. I want to be able to destroy skyscrapers with my plasma powered jetbike, not waste time on driving idiots to play some pool.The one thing I do agree with you is changing armor and weapons on the fly and potions. These things should have a bloody cool down for the sake of balance. But other than that I think that as a rule gameplay > immersion. If a feature is going to help immersion but be needlessly annoying or angering to the player than it should be dropped.