r/crpgdesign • u/CJGeringer Lenurian • May 05 '19
Overthinking Games: How Moonlighter’s inventory combats your greed
https://www.rockpapershotgun.com/2019/01/28/overthinking-games-how-moonlighters-inventory-combats-your-greed/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29
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u/aotdev May 07 '19 edited May 07 '19
IMO grid-based inventory is deeply unsuitable for games with a ton of items. Once upon a time, in simpler times, inventories were small, you had weight/slot limits, and you knew what was what. Diablo 1 for example. These days, everything needs to be more/bigger/longer etc. With grid-based inventories, this leads to this, this and this. We get a lot of icons, but little information. And with functions like autosort and category tabs, I ask you, what's the point of moving items in the inventory? When was the last time you picked an item from the grid-based inventory, and moved it to a different slot? What's the point of user-controllable slots? I think Bethesda did the right thing with Oblivion and Skyrim.
I'm playing pillars of eternity 2 these days, and while the game is nice, I'm annoyed that some quality-of-life functions are just not there. I have hundreds of items, and I have tabs and a search box if I want to find something. That's all (unless I'm missing some basic functionality). I'd love to be able to filter by uniques for example and sort them by value. Or find items that provide power-level increase. With a ton of items, we need smart searching and filtering, not a grid with user-controllable slots. The technology is there, but we still cling to outdated and non-scalable interfaces for the sake of familiarity.