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I Hope Every RPG Steals Avowed's Brilliant Inventory System
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Downvoting because that link has more ads than content holy shit.Are you not using an adblocker in 2025?
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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?I was going to say the same thing. A "send to camp" button, scrap button, and most small stuff is weightless, is the sum of the articles praise. For sure a nice quality of life feature if the focus of your RPG is elsewhere, but there are games where the choice of what to carry and keep is a driving part of the gameplay.
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This post did not contain any content.Lost me at "It's a really good game". It's an ad
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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. /rantI 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.
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Interface looks very similar to [SkyUI](https://www.nexusmods.com/skyrimspecialedition/mods/12604) š§ 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.Its not casual enough to me. I hate inventory management and prefer to get to the game. I like a collection system were once you have it you can always destroy it and re-recall any time you want. Its fine if you have to go home or stuff with it. For perm things anyway. For consumables I like the way elden ring did it where you unlock a capacity and then choose how to dole it out again in a collection way in that once you have unlocked a potion its an option.
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I 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.
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This post did not contain any content.I don't like it, it's cheap and too casual. It's fine in some games, but I prefer most of my RPGs with as much immersion as possible. If you're going to do this, I expect you to have Magical Backpacks all around, and it would be even better if they behave like an actual item you can lose/get. I like how Chinese Xianxia solved this problem in high fantasy worlds: magic items with subspaces to store things are super common and even low tier bandits hiding in the mountains might have one or two lying around. Every system in an RPG should be designed and tailored to max the possible immersion you can get from the game. Don't make something just because it's convenient, make it something that adds to the experience and the lore of the game.
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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?Those games didn't pay Kotaku for a fluff piece.
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This post did not contain any content.The packmule in Dungeon Siege was a good integrated inventory mechanic. A good game knows to explain game mechanics with lore. Games that break the 4th wall and by knowing they're games tend to struggle to be immersive. It can really obliterate environmental storytelling too.
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Are you not using an adblocker in 2025?Clicking a link directly through an app in iOS is still eye murder.
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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.
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Its not casual enough to me. I hate inventory management and prefer to get to the game. I like a collection system were once you have it you can always destroy it and re-recall any time you want. Its fine if you have to go home or stuff with it. For perm things anyway. For consumables I like the way elden ring did it where you unlock a capacity and then choose how to dole it out again in a collection way in that once you have unlocked a potion its an option.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.
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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.I mean some mmo's do the collection thing although I find a lot of that is do to more and more stuff every year making it a necessity. I see what you mean. Games need to be out there for everyone but man I was never like. Oh man I love how much I have to manage my inventory in this game.
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This post did not contain any content.Well, that article succesfully turned me off even trying the gameā¦ Itās a list of immersion breaking stuff that makes it impossible to forget itās just a computer gameā¦
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I mean some mmo's do the collection thing although I find a lot of that is do to more and more stuff every year making it a necessity. I see what you mean. Games need to be out there for everyone but man I was never like. Oh man I love how much I have to manage my inventory in this game.> 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.
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I don't like it, it's cheap and too casual. It's fine in some games, but I prefer most of my RPGs with as much immersion as possible. If you're going to do this, I expect you to have Magical Backpacks all around, and it would be even better if they behave like an actual item you can lose/get. I like how Chinese Xianxia solved this problem in high fantasy worlds: magic items with subspaces to store things are super common and even low tier bandits hiding in the mountains might have one or two lying around. Every system in an RPG should be designed and tailored to max the possible immersion you can get from the game. Don't make something just because it's convenient, make it something that adds to the experience and the lore of the game.> Every system in an RPG should be designed and tailored to max the possible immersion you can get from the game. Having to deal with inventory management doesnāt always improve immersion. Inventory optimization doesnāt immerse me; rather, it gives me a puzzle to solve.
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Clicking a link directly through an app in iOS is still eye murder.Sounds miserable. Why would anyone choose to browse the internet that way?
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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.
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Sounds miserable. Why would anyone choose to browse the internet that way?You donāt browse that way. You browse the fediverse through an app like Voyager and the links you click go through the native iOS browser, without any ad blocking. You have to copy paste the link into your chosen browser to actually have ad blocking on iOS.
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You donāt browse that way. You browse the fediverse through an app like Voyager and the links you click go through the native iOS browser, without any ad blocking. You have to copy paste the link into your chosen browser to actually have ad blocking on iOS.> the links you click go through the native iOS browser, without any ad blocking That's the "that way" I meant. I generally browse the fediverse in my default browser (or a progressive web app) and open links in the same browser. Browser has ad blocking. The network has DNS-level ad blocking. Opening websites like kotaku raw like that seems absolutely insane.