Gamer Sounds Off on RPG Inventory Systems
One gamer has had it with the whole vicious cycle of hacking, slashing, looting and shopping in RPGs and MMORPGs. This is one element that can’t be avoided in games like Diablo and Diablo II, Titan Quest and legions of other RPGs. Whole new means of travel have been invented to deal with limited storage space of adventurers.
You should be saving the world from demons, but no, you’re mucking about with spreadsheets so that you’ve got space for an extra pair of bracers.
And Portals! I mean… These are worlds capable of incredible teleportation magic, the ability to travel instantly over miles of land, and what’s it used for? Shopping. Not banishing evil or revolutionising society or sticking one hand through so you can wave to your mum from the other side of the world. Just. Shopping.
Then there’s the whole effort to allow characters to pay for more storage slots or to expand the amount of loot a character can carry with more accessories. Many developers have tried to alleviate this rather large pain in the butt. However their efforts usually fall short or just bring more attention to this glaring flaw.
No-one actually tries to do anything about it. Instead we get painkillers such as Dungeon Siege’s mule or Dungeon Runners’ Bling Gnome. They’re there to ease the burden of constant space-shortage, but in a way they just emphasize what a ridiculous, mechanical system it is. When a game offers its players so extreme a fix as a Gnome that can eat loot on the spot and crap out gold, it’s a pretty clear sign that a critical element of the game isn’t as fun as it could be.
I don’t know whether to laugh about this article or not considering it’s oh so true.
Read the whole “Today I’m Annoyed About: Action-RPG Inventories” rant on Rock, Paper, Shotgun.