Mods, please forgive this double-post; the conversation is happening very quickly and I feel like adding this all to my last post would make a big mess. Thank you!!
@Poryg Whew! Lots to unpack here. I'll quote bits and pieces, in order, for better organization, but I feel my argument probably works better as a whole: that the less your player has to visit a menu screen, and the fewer limits you put on them (especially where the limits don't directly contribute to a purposeful dynamic of play), the better your game will feel.
@Engr. Adiktuzmiko@Wavelength
I agree, when I'm slashing through hordes of enemies, the last thing I want to think about is which item to keep and which not. But that has a simple solution. Wait with that until the slashing is over.
Okay, so you're running down a set of corridors, you wipe out three Golems in the first corridor, and it drops an Adamantine Ore. Two more Golems are running down the hall to get you, and there are a bunch more roaming the next hall. Now, normally, you could click the Ore to grab it add it into your Inventory, then start taking down the other Golems... but your Inventory's full and you can't pick it up until you discard something. What are you going to do?
Whether it's now or after the next two Golems, you're going to have to open up the menu, compare the Adamantine Ore to all the other materials you've picked up, figure out what to throw away, then
do it again a minute later when something else drops in the next hall. Sixty seconds isn't enough time to get into a Flow State.
Don't get me wrong, hack and slash can be fun. But doing it constantly is rather monotonous and inventory management is a welcome break.
You're the first person I've ever heard say "inventory management is a welcome break"! Do you also find doing your taxes to be a welcome break from being a superstar?
I totally agree that Differences in Kind are important, and that it's nice to have a break from hacking and slashing (the best ARPGs give you this). But those need to come in the form of other
engaging activities. Minigames can be nice. Dialogue/relationships are great. Shopping can be good if it taps into the players'
desires. Inventory management falls somewhere at the crossroads of "chore" and "restriction", so most players won't find it engaging.
Even more importantly, Limited Inventories
interrupt your play rather than providing voluntary diversions. In the multi-corridor example above, you have to keep interrupting your run to compare items and throw something away, because if you wait until the end of dungeon to manage and discard your items, you have to backtrack and pick up everything that the monsters dropped throughout the dungeon, which is rarely feasible and never fun.
And if we're to take out all things that break immersion, why not just cancel games altogether? Because for you it's limited inventory, for me it's broken battle systems. For this person it's dying and game overs. For that person it's lack of difficulty.
I feel this is an unfair argument, because Limited Inventory is a mechanic, whereas "broken battle systems" and "lack of difficulty" are qualitative measures. You're jumping right off the slippery slope.
And yes, RPG maker's menu is more text based than Diablo's simple UI. However, you can still compare stats intuitively and read the item's description, which makes determining whether the item is better than your current one fairly simple.
Really? How can you compare stats intuitively on RPG Maker's inventory screen? You can only see a few items/equips at a time, and unless the designer fit everything into the description, you are going to need to go to the Equip screen
for every single equip to compare them to each other when deciding which one to keep and which one to throw out in order to pick up the new accessory that dropped. Then you probably have to go back to the first few equips, which by this point you've probably forgotten the stats for. Yuck.
The problem with this statement is, it's false. Humans are told what they can't do since childhood. It's called rules. Also, I don't know about your brain, but my brain is wired to know its limits. For example I know that if I jump off a 60m bridge, it will 100% kill me and I don't even need to test it, plenty of people have done it before me. I also know I can't lift a 50 kg barbell no matter how hard I try. It's called experience and human brain is so adaptable that given enough practice it will learn to work in these limitations.
The human brain is good at recognizing impossible things, but it (like all other intelligent animals' brains) is really bad at "frog in boiling water" scenarios. As you add a little, and a little more, the brain doesn't recognize at what point it's no longer tolerable - it takes a lot of experience to judge that.
Haven't you ever been taking groceries into your home and you thought "maybe I can get just
one more bag on this trip"? Or tried to put just a bit too much food or drink into your mouth at once, and things got messy? You've done it, right? And maybe you even managed to carry that bag in, even though it was a struggle.
If a popup screen appeared in front of you as you reached for that last bag and said "You
can't pick it up, you're over your limit" and pushed you backwards, wouldn't that be weird? You'd feel detached from the reality around you. That's sort of what I was getting at when I said the brain doesn't process that kind of stuff well. Limited Inventory brings the player's attention to the artificiality of the game, and that's a big immersion-breaker.
That's essentially how I have learned to play games with limited inventory. I see limitations, I try to overcome them or live with them. It's part of the challenge.
As a designer, you should never, ever foist limitations onto your player without a clear and strong purpose for doing so.
Challenge
can be a valid purpose, but only if the whole item system (and the larger combat/gameplay framework around it) is designed so that one of the major factors in your success is the decisions you make about what to keep in your inventory. (RPGs are rarely designed to accommodate this sort of dynamic.) Generally, this means that the player should expect to go through their entire stock of consumables in one combat (or at least in one dungeon).
If it's as simple as "throw out the vendor trash to make room" or even "throw out the things with lower numbers", you have utterly failed in your design, and the Limited Inventory is acting as nothing more than a major player inconvenience.
Unlimited inventory on the other hand, unless offset by proper economy, which I have yet to see, completely breaks the challenge. In turn based RPG an unlimited inventory means I can just stack up on healing items. And if I do, the game is broken almost immediately, unless its battle system is built around item spam. Which is honestly boring.
Check out the list at the beginning of my post above for just a few ways that infinite healing won't break a game's challenge.
The
Persona games are a great example - they have unlimited inventory, but are still wickedly hard. You can stack dozens or hundreds of healing items, and it doesn't make things too much easier.
In fact, I'm having a much harder time coming up with an example to support your opinion. Can you name two professional turn-based RPGs you felt were broken
because of the presence of an unlimited inventory, yet would have been well-designed and balanced if they had limited the player's bag to, say, 30 slots?
When I obtained the skill that depletes mana, every bossfight turned to be completely easy. I just depleted their mana and without the ability to use skills they were as good as dead. And with having two characters set as healers and two set as beaters nobody could defeat me.
Essentially this revelation completely broke turn based JRPG for me.
Sounds like poor battle design to me. But I'm not sure what a player skill that depletes enemies' mana has to do with Limited Inventory.
You can limit the usage of healing potions, but the problem is, if people scream at limited inventory, what would make them not scream at cooldown behind potions?
There are a couple differences, but the biggest difference is that the Cooldown doesn't require the player to interrupt what they're already doing, nor to spend any time on menu screens. Also important is that the Cooldown actually does contribute to Acute challenge (forcing you to avoid damage for a few seconds), whereas the Limited Inventory, at best, only contributes to Chronic challenge, and at worst is nothing but an annoyance.
Not to mention if you make a potion cooldown of 5 turns per character, then it means you have to make sure the character cannot be killed in 5 turns from full health to ensure this mechanic is not the victim of RNG. Which already gives the player enough maneuvering space even without the potions. If you decrease this cooldown to two turns, then that's usually the same as not having the cooldown at all.
Cooldowns are
usually best in a real-time system (in a turn-based system it's often enough for the Item to simply consume a turn), but even in a turn-based system I reject most of your assumptions.
If your game is designed to "ensure a character can't be killed in X turns" where X is the number of turns between a Potion, then
that is why the game's challenge was broken to zero! If the Potion doesn't have a cooldown, are you ensuring the player can never be killed from full health in one turn?
I think the ideal item setup in a turn-based RPG is to make items powerful enough that they serve as "trump cards" that can get you out of sticky situations, but expensive (or rare) enough so that you don't get a lot of trump cards to use. A lot of games make items weak enough that they're not really relevant within battle, and some games do make items both very powerful and very cheap (in the late-game). The latter case might be what you're talking about with balance-breaking, but most games don't do that and the best ones manage to make them relevant (even without a limited inventory) without making them gamebreaking.