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Joined 6 months ago
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Cake day: September 2nd, 2024

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  • Oh man I love how much I have to manage my inventory in this game.

    I’m currently playing Skyrim and I kinda dislike fast travel after Morrowind. It felt more interesting to figure out the best way to quickly travel from point A to point B because that involved mark/recall, mage guild teleports, propylons, silt striders, boats, etc. It was interesting logistics mini puzzle, and some of it you had to plan before traveling somewhere, (like the best place to cast “mark” spell). I guess inventory management can be like that too, it can come in different forms like having to play tetris with inventory slots in systems like Diablo, or balancing carry burden between companions in your party in games like Skyrim, or deciding between extended herbalism bags vs smaller general purpose bags in games like World of Warcraft.


  • Sure, I sometimes prefer simpler systems too. It depends on what I want to play currently. I’m more trying to say we need all kinds of games. Imo, complexity and flexibility of all those systems, like character stats, perks, inventory, etc - is what makes “RPG” an “RPG”. If you take a bit of it away it becomes an “ARPG” like “soulslikes” and other similar games. If you take even more of it away you get “slasher”, “3d platformer”, etc. I’m a big fan of ARPG and 3d platformers like Spyro or Soul Reaver, but it’s totally different kind of games.


  • Interface looks very similar to SkyUI 🧐

    Those features though, I hope other RPGs consider them carefully:

    • You can send items from inventory to your home base with a single click
    • Consumables don’t weight anything so you can carry infinite potions

    This is just way too casual/reductionist imo. At least make some mechanic that justifies sending items. Like an item teleportation spell or something. Imo it’s okay if some RPGs will be as convenient as this, but asking for every RPG to be like this is just too much.






  • To go the 100% enjoyable route, I need to know more things which naturally put people in this state. I do such things by experiencing them myself, and once they get there I know this is something which would fit in such a work.

    Regarding this point, I think one of the most safe and efficient tricks to do this is to keep introducing novelty. If you have a game that has a fairly limited number of distinctive unique things that are introduced quickly and afterwards are simply repeated in different combinations it will less likely have such effect. For example a sandbox that introduces everything in 10h and then 90h you just play around with it will probably not have this effect, it can even become a chore. But a story-driven game which constantly introduces novelty on plot level but also sometimes introduces some new mechanics and content, have big chances to have this effect. In reality it’s more complicated, and there are many dimensions to this like challenge/frustration for example. There are games that use frustration as a tool to some extent to make winning certain fights feel exceptionally rewarding (soulslikes is the most popular example). But if you make it too challenging/frustrating there is a risk that player gives up and leaves in state of frustration which makes it a big failure. This particular thing is high-risk/reward type stuff.