![]() The game is designed to encourage players to USE items that they collect rather than store them. Don’t StarveĪll in all, a great example of a game where a central part of gameplay is collecting stuff, but is by and large, very un-supportive of pack rat behavior. So at least to me, it feels like a needlessly small limit on the player. My load-out really didn’t ever change much from excursion to excursion. Sure limiting space forces the player to have a certain ‘load-out’ whenever they embark into the wilds. In a game where there is so much stuff to collect, and it takes so much time to travel to places to sell/organize/unload it all, limiting inventory space really doesn’t seem that integral to gameplay. But as a pack rat gamer, it still feels like too little space. Even as a packrat I appreciate being forced to make choices about what I collect and what I leave behind. For the survivalists, I am sure that is very satisfying gameplay. ![]() Sure, realism dictates that you have limited carrying capacity. Regardless, I never have enough room for all of the crap I want to collect. Now, I can play the game the way that feels most natural to me and be rewarded through gameplay for doing so. This has been my favorite aspect of Fallout 4 so far. There is actually thought that goes into what I collect because each item is useful in a different way. Now, collecting random crap can actually mean something to gameplay. ![]() The great thing that Fallout 4 does that has been much more rewarding for my pack rat brain than Skyrim (or Fallout 3), is the settlement system. It took me a long time to accept the fact that I was wasting more of my time than made sense when collecting useless things.īut as you probably noticed, I gave Fallout 4 a higher score than Skyrim. Every time I pass over something that I can pick up, I feel like I am wasting resources by not doing so. Unless you want to waste a lot of time, you will not pick up 90% of the items that are possible to pick up. Its awesome! But at the same time, most of the things you can collect are useless to gameplay. The main thing that makes these games so satisfying to me as a pack rat is probably the same thing that annoys me. I’m lumping these games together because they have a very similar inventory management system. But if one wants to design a pack rat friendly game, one needs to recognize what works and doesn’t work for pack rats in other games. Not every games needs to be pack rat friendly. It is merely a reflection of how the pack rat part of me feels about the inventory of the game. The pack rat friendliness of a game is in no way a reflection of how good or fun the game is. Is the inventory the right size? Is it too small? Too large?.Does the game’s inventory management help you sort/manage them effectively?.Are those things meaningful to gameplay?.I will rate the ‘pack rat friendliness’ of each game based on the synergies of a few main aspects. Below, I discuss some inventory designs in games that I have played a lot of and have found to be worth remarking upon from a pack rat gamer perspective. As you can imagine, I am very sensitive to inventory management design in video games. ![]() If there is random shit to pick up, you can bet your britches I will go out of my way to do so. One of my favorite things to do in video games is to collect things. Thoughts on Inventory Management Design in Video Games ![]()
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