It’s a debate as old as role-playing games themselves: should players have to deal with encumbrance?
The recent release of Larian’s Baldur’s Gate 3 and Bethesda’s Starfield have thrust the encumbrance debate back into the headlines, with both games employing a system that restricts how much stuff you can carry.
While each game employs systems and mechanics that let you carry more and more, it is inevitable that as a player, you’re going to have to spend a decent chunk of your time fussing with managing your character or characters’ carry weight limit.
In Starfield’s case, encumbrance is a big enough issue for some that they are willing to lose access to gaining achievements in order to increase the carry limit via console commands on PC. This in turn has made a mod designed to prevent the achievements from being disabled one of the most popular on NexusMods.
In TTRPGs encumbrance seems to be the #1 rule that players conveniently forget about and GMs only ever seem to bring up when they want to fuck with the players. It’s probably one of the more annoying, unexciting aspects of TTRPGs to keep track of. I like the approach that BG3 has taken, you essentially have an unlimited Camp inventory, but your personal inventory is limited. Is it realistic? No, absolutely not, but neither are Bags of Holding, which are basically a GM’s way of throwing up their hands to say, “Fuck it, I’m not dealing with this shit anymore.”
I’d guess less because they think it’s any kind of better to allow unlimited inventory than it is because manually tracking it on paper is tedious.
It’s not the same issue with a computer.
Absolutely, but video game designers actually amplify the issue by making so much useless shit able to be picked up and adding so many mechanics into a game, where as TTRPGs are often more focused. Starfield (or any bethesda game really) has hundreds of useless items that people can sell, random loot drops, and resources for multiple forms of crafting. It’s a fantasy future where we could just let folks “teleport” to a private satellite storage facility or something similar to a bag of holding. Instead we just make gamers focus on inventory management which I doubt anyone finds “fun”.
I think there’s a delicate balance and I don’t think we’ve hit it. I would love to see some data about how much time people spend doing inventory maintenance in the course of common RPGs. It’s one of those modern things like making expansive worlds without fast travel that just feels unnecessary.
It’s really not any different from the mechanic as it’s been used in previous Bethesda titles. The soft limit of depleting my oxygen meter rather than hobbling my speed is a little more forgiving, particularly if I’m still picking through a free fire zone.
And once I learned that I could sell to stores directly from my ship hold, my problems kinda dried up. It’s mostly learning what things in the field are worth hauling back to town when it’s not the apocalypse and duct tape just isn’t that special.
Absolutely, but you still have to learn that and it’s still work. Early on I had no idea how many credits “a lot”. Their defense/damage system is arguably unnecessarily complex in a way that adds to this. Do I need more corrosion protection, radiation, airborne, or thermal? Does it even matter?
Even with some of the advances, it still like an artificial problem that doesn’t actually make the game any better. It doesn’t really add any difficulty or challenge, and it’s certainly not “fun”. There’s still a lot of streamlining they could do.
You have no idea how long I kept rope in my inventory in BG3 thinking it’d actually be of use one day.
It depends. There’s a fine line between managing logistic and soreadsheet grade chores. Managing logistic can be interesting and it can bring a lot to the game. But if it is merely checking boxes and numbers on a spreadsheet it’s a chore that’s better left out of the game.
Zelda has a good system for this. You need to decide which weapons, shields, and bows you keep, but you have otherwise unlimited storage. It adds a degree of realism and management, without negatively impacting the gameplay.