this post was submitted on 18 Feb 2025
-4 points (46.6% liked)
Games
17586 readers
1722 users here now
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
- News oriented content (general reviews, previews or retrospectives allowed).
- Broad discussion posts (preferably not only about a specific game).
- No humor/memes etc..
- No affiliate links
- No advertising.
- No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
- No self promotion.
- No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
- No politics.
Comments.
- No personal attacks.
- Obey instance rules.
- No low effort comments(one or two words, emoji etc..)
- Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
Other communities:
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
With a title like that I was expecting something more than making some items weightless and giving you the ability to send stuff to camp and disassemble from anywhere. I mean it's nice but, these are all features other games have already done are they not?
They are, you're correct. I don't think it would work in every game either. Inventory management can be a powerful tension and choice device and getting rid of that isn't always a good thing.
Extreme inventory QOL often just turbo charges hoarding behavior and makes individual items feel meaningless. Just pop it in the bag, who cares, it's all weightless anyway!
Don't get me wrong, sometimes easy inventory is great, but I think inventory management gets a worse response than it deserves a lot these days.
/rant
In Avowed they focus on management of weapons and armor as a tool for discretionary encumbrance. These items directly effect gameplay and therefore matter more to the player.
The smaller items that are all weightless effect gameplay indirectly and would make managing encumbrance a bit more convoluted.
Seeing as Avowed is more of a boiled-down rpg than what it is directly compared to (Skyrim), that extra time spent managing trivial items in an inventory just seems like a waste when the game itself is really trying to be a streamlined version of meatier rpgs.
Great points! I think you're spot on that a streamlined RPG would benefit from easy inventory management. I'll have to learn more about the armor and weapon system you talk about cause I'm curious to hear how it works.
Yeah it really just works kinda like i said, but the game also does a good job of organizing items so you can easily tell if you have more than necessary.
Another example of streamlining is the stamina system. It is limited in a fight to create a sense of balance and progression as you upgrade it... But when running around the world it is unlimited.
This is nice because it does not hinder traversal and imo worrying about stamina as i explore takes more away from the experience than it adds to it.
That's interesting about the stamina. I agree that having to constantly start and stop sprinting isn't a great solution and it's never felt quite right to me either. The only games where it feels like it adds anything are ones where running out is dangerous. For general exploration it's kind of a chore.