Posted June 25, 2012
Sometimes I like it, sometimes I find it tedious. I haven't really tried to do an in-depth evaluation of what I like and don't like, but sometimes I think it depends on whether or not the game is trying to be realistic.
For example, I like inventory management in Jagged Alliance 2 with the 1.13 mod. This game is trying to be realistic and it accomplishes that aspect fairly well. Mercs need to have the right LBE with the right kind of pockets and holsters to carry inventory on them and weight affects stats and action points. I like this.
In games that aren't very realistic, developers should focus on making the inventory less of a headache. I like fun, unrealistic games too but I feel that the game should commit to one or the other. If a game is realistic, fine, develop it that way. If it's unrealistic, fine, develop it that way. Either try to be like Robinson's Requiem or don't.
On the other hand, I know a couple people who could use some inventory management skills in real life. They would have the kind of place you might see on American Pickers. Maybe they could learn something from trying to manage some inventory in a video game. It's similar to picking up dwemer cogs in Morrowind. Somebody has to move those cogs and they have to be stored somewhere. It's going to be a chore to try to sell them. I start out in TES games not picking up anything that has a value less than 10 gold per unit of weight (I guess I'm not really sure what these games use as a measurement of weight.) After a little while I up it to 20, then 30, and then 50.
For example, I like inventory management in Jagged Alliance 2 with the 1.13 mod. This game is trying to be realistic and it accomplishes that aspect fairly well. Mercs need to have the right LBE with the right kind of pockets and holsters to carry inventory on them and weight affects stats and action points. I like this.
In games that aren't very realistic, developers should focus on making the inventory less of a headache. I like fun, unrealistic games too but I feel that the game should commit to one or the other. If a game is realistic, fine, develop it that way. If it's unrealistic, fine, develop it that way. Either try to be like Robinson's Requiem or don't.
On the other hand, I know a couple people who could use some inventory management skills in real life. They would have the kind of place you might see on American Pickers. Maybe they could learn something from trying to manage some inventory in a video game. It's similar to picking up dwemer cogs in Morrowind. Somebody has to move those cogs and they have to be stored somewhere. It's going to be a chore to try to sell them. I start out in TES games not picking up anything that has a value less than 10 gold per unit of weight (I guess I'm not really sure what these games use as a measurement of weight.) After a little while I up it to 20, then 30, and then 50.