Starfield and Baldur’s Gate 3 both weigh the player down with encumbrance. Love it or hate it, it seems like it’s here to stay.

  • TowardsTheFuture@lemmy.zip
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    10 months ago

    It’s not “here to stay” it’s a feature that is used or not used depending on the level of realness wanted. Some are fine with hand waving away encumbrance, some are not.

    If you’re playing a walking simulator, it is kinda part of the immersion.

    If you’re running around killing every Greek god under the Sun, but suddenly you pick up your 7th weapon that’s just chains with something at the end of it, and BOOM you can’t move anymore cuz your too heavy, then it’s getting in the way. Instead of implementing encumbrance they just, limit you to 6 weapons and tada, they could explain it as “it’s too much weight” but they won’t give you the option for it to happen as slowing you down would kill the pace and feel of the game.

    Baldurs gate is a DND based CRPG and Starfield is a loadscreenwalking simulator. Of course they have encumbrance.

    • RickRussell_CA@beehaw.org
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      10 months ago

      And you’ve got KOTOR and Pillars of Eternity and others that are clearly D&D derivatives, but solve the problem handily with a “stash” whose contents are never accessible in combat.

      I have never understood the fascination with inventory management. I just want to find stuff, and use that stuff later on. If I wanted something as boring as my actual job, I’d just do my actual job and get paid for it instead of buying a game.

      • Schlock@beehaw.org
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        10 months ago

        In BG3 it is a balance mechanic. Heavy objects tend to be completely OP and are used to cheese combat. encumberance limits this and even allows building your character specifically for this playstyle.

        In Bethesda games encumberance is in part there to protect players from themselves. If every object can be picked up (and that is a design principle in those games) and every object has a Value, then the optimal strategy is always to grab every single object you can find and then sell everything at once. If that does not sound like fun to you that is because it is not, but still i know multiple people who play those games this way even with encumberance in place. Players will always find a way to ruin their own fun, the only hing you can do is to put systems in place that disincentivise these behaviors.

        • RickRussell_CA@beehaw.org
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          10 months ago

          A “stash” that is only accessible outside combat mostly preserves that balance, IMO.

          Most games come up with a range of ways to get around the problem, even when they do have a strictly limited inventory with encumbrance:

          • Zero weight quest items

          • Ability to run or fast travel while encumbered (FO4 selectable perk)

          • A pet or NPC capable of carrying your less valuable stuff back to the vendor for sale (Torchlight had this, did Diablo? I haven’t played in decades.)

          • Pack animals/robots

          • Portable vendors (Skyrim had a demon vendor you could summon once a day)

          • Bags of holding (or similar)

          • Warp chests (many chests with same contents/inventory around map)

          etc. ad infinitum. The fact that most games implement a variety of ways to deal with absence of an infinite inventory is kind of a tipoff that it’s more of a burden than a desirable aspect of gameplay. Most of these games are holding up a carrot (or several) to get you to pursue certain achievements just to reduce the monotony of inventory management.

  • Lifted_lowered@beehaw.org
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    10 months ago

    It’s such a trash game mechanic because it forces realism where there is none. You have faster than light travel in your game? Why don’t you have teleporters? You have magic in your game? Why don’t you have a Bag of Holding? If you are going to impose the constraint on the player for balance or gameplay reasons then at least make it fun, have a mechanic that is interesting in some way. Maybe teleporters and bags of Holding are expensive to build or don’t get unlocked until you collect 10 flippityboos but at least reward progression and picking up objects and don’t turn every decision into agony.

  • Erk@cdda.social
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    10 months ago

    My issue with it in Starfield (and any game in its genre) is that the game seems to be confused about how it feels about encumbrance. Am I supposed to be looting everything I see? If not, then why is it the major income source, why are so many random objects worth selling and taking? If so, why do merchants have such low credit stores? Am I supposed to be collecting cool stuff to display? If not, then why all the display objects? If so, why have my companions constantly nag me about bringing junk? Why make ship storage so low? Or, am I supposed to be carefully considering what I want to bring as loot? If so, why is there so much of it and why isn’t there some way to quickly see what’s worth taking? Am I supposed to spend an hour after each combat carefully weighing what to take home?

    It’s entirely unclear what they want. If they want looting to be less of a game loop, junk items should have no sell value and missions should be more of a reward, and item value/kg should be easy to assess. We should be quickly able to discard valueless items from inventory. Otoh if they want looting to be a bigger part of the game, I should be able to readily carry and sell my loot and doing so shouldn’t make me so rich it breaks the economy.

    It’s one of my main complaints, not so much about starfield, but pretty much anything in this genre. It feels like they can’t tell if they want me to loot everything or not, the design is fundamentally at odds with itself.

    • Sina@beehaw.org
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      10 months ago

      Am I supposed to be looting everything I see? If not, then why is it the major income source, why are so many random objects worth selling and taking?

      This is so true!