It’s one of those mechanics that protect the player against themselves.
Obviously, without carry weight, grabbing every single item that isn’t nailed down, then going merchant to merchant selling everything is the obvious ‘best’ way to play. It nets you the most gold, certainly. However, pixel-hunting every room making sure you’ve picked up every bowl and broom isn’t actually that fun, moment-to-moment.
Even if protecting players is the intent, it usually just takes me out of the immersive RPG experience.
I want to explore a location, fight enemies, talk to NPCs etc. - but then I pick up some loot and suddenly I’m incumbered (DnD-style games) or have to play Tetris (Diabolo, Path of Exile, Titan Quest, etc.) to fit my new loot in.
It breaks my immersion to suddenly switch from resolving epic conflict XYZ to comparing stats between swords because I cannot carry both. It feels like a chore.
Is inventory management actually a part of RPGs that anyone enjoys?
Personally, it’s really not my favourite gameplay mechanic.
It’s one of those mechanics that protect the player against themselves.
Obviously, without carry weight, grabbing every single item that isn’t nailed down, then going merchant to merchant selling everything is the obvious ‘best’ way to play. It nets you the most gold, certainly. However, pixel-hunting every room making sure you’ve picked up every bowl and broom isn’t actually that fun, moment-to-moment.
Even if protecting players is the intent, it usually just takes me out of the immersive RPG experience.
I want to explore a location, fight enemies, talk to NPCs etc. - but then I pick up some loot and suddenly I’m incumbered (DnD-style games) or have to play Tetris (Diabolo, Path of Exile, Titan Quest, etc.) to fit my new loot in.
It breaks my immersion to suddenly switch from resolving epic conflict XYZ to comparing stats between swords because I cannot carry both. It feels like a chore.
If there is a good crafting system, it can be quite fun. In multuplayer, it can be a main source for roleplay for a trading build.
Setting up a browsable wares shop is a nice mechanic that can play into it too, especially, with interactive placables.