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[Old school] I can't deal with inventory
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<blockquote data-quote="Retros_x" data-source="post: 9802031" data-attributes="member: 7033171"><p>Most of the decision could be reduced to "Do I use this now or potentially later", "Do I pick this up" or "Do we go further?".</p><p></p><p>Do I use this now is about timing, the tactical use of resources. If resources are getting tracked it is relevant to decide on the right time to use them.</p><p></p><p>Do I pick this up is often about items that are a disadvantage now or could become a disadvantage now (most because they use your finite inventory without bringing a use), but could become an advantage or value later (treasure that gets sold or situational items to use). So basically a risk/reward decision.</p><p></p><p>Do we go further is a decision is about "are our resources enough to go further and come back safely?". Another risk/reward mechanism. The deeper we go in the dungeon the more we risk do not have enough resources to come back out alive. </p><p></p><p>Social Decisions like you described are of course important and arguably more exciting for some people. But you would not need to play a dungeon focussed game for that or any game where you explore a dangerous unknown environment. For social decisions you can play a city focussed political game for example. But exploration of an unknown environment builds quite heavily on resource management, because without tracking resources all the exploration based decisions are meaningless. If you have unlimited resources and unlimited inventory you can just "clear a dungeon". Kill everything, take everything. The whole aspect of exploration falls flat. Thats why these games have inventory.</p><p></p><p>But again I understand frustration with to detailed tracking and inventory systems. I certainly don't want to calculate weight, thats annoying AF. Give me a good abstraction so resources matter, without the boring and tedious details and specifics.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9802031, member: 7033171"] Most of the decision could be reduced to "Do I use this now or potentially later", "Do I pick this up" or "Do we go further?". Do I use this now is about timing, the tactical use of resources. If resources are getting tracked it is relevant to decide on the right time to use them. Do I pick this up is often about items that are a disadvantage now or could become a disadvantage now (most because they use your finite inventory without bringing a use), but could become an advantage or value later (treasure that gets sold or situational items to use). So basically a risk/reward decision. Do we go further is a decision is about "are our resources enough to go further and come back safely?". Another risk/reward mechanism. The deeper we go in the dungeon the more we risk do not have enough resources to come back out alive. Social Decisions like you described are of course important and arguably more exciting for some people. But you would not need to play a dungeon focussed game for that or any game where you explore a dangerous unknown environment. For social decisions you can play a city focussed political game for example. But exploration of an unknown environment builds quite heavily on resource management, because without tracking resources all the exploration based decisions are meaningless. If you have unlimited resources and unlimited inventory you can just "clear a dungeon". Kill everything, take everything. The whole aspect of exploration falls flat. Thats why these games have inventory. But again I understand frustration with to detailed tracking and inventory systems. I certainly don't want to calculate weight, thats annoying AF. Give me a good abstraction so resources matter, without the boring and tedious details and specifics. [/QUOTE]
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[Old school] I can't deal with inventory
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