I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • magic_lobster_party@kbin.social
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    1 year ago

    Time is limited. I don’t want to spend 30 minutes traveling from one side of a map to the next if I’ve already done that 15 times. Just let me get there immediately so I can talk to this single person and get this item I will never use.

    • bermuda@beehaw.org
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      1 year ago

      I’m honestly fine with traveling if it’s interesting. That’s what I disliked most about red dead 2 was even with the beautiful landscape and soundtrack and the random encounters, pretty much every one of your 50 trips to [insert nearby settlement] within a given chapter are going to be exactly the same, and you can’t go very fast because you’re on a horse.

      • magic_lobster_party@kbin.social
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        1 year ago

        I’m pretty sure Death Stranding didn’t have fast travel, and I think it worked quite well there. Part of the challenge is to learn the best route between the stations, so it’s well incorporated into the gameplay. There’s barely any enemies on your way either, and those that exist are easily avoidable.

        • ampersandrew@kbin.social
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          1 year ago

          Traveling in Death Stranding is the game though. Enemies are only one part of the challenge; there’s also terrain and how much cargo you can carry on the way, even if you’ve taken that route before.

          • platysalty@kbin.social
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            1 year ago

            Death Stranding is Kojima attempting to sell out by making a walking simulator and accidentally putting too much work into it.

            • ampersandrew@kbin.social
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              1 year ago

              I found Death Stranding to be a game that, even though it has combat in it, it’s a solid demonstration of how many different types of mechanics we could be building a game around besides combat, even with a story and high production value.

              • platysalty@kbin.social
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                1 year ago

                I would go as far as to say that the combat is the weakest part of the gameplay. I did not enjoy the boss battles and had to turn down the difficulty for them.

                • ampersandrew@kbin.social
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                  1 year ago

                  I guess the combat was the weakest part, but it composes such a small part of the game that it made plenty of sense. From that perspective, I found it weird that it had any boss battles at all.

                  • platysalty@kbin.social
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                    1 year ago

                    Absolutely. Those combat arenas made no sense at all.

                    If we’re talking about those environmental bosses, I’m down for those cause running away without falling down is sort of core gameplay.

                    But damn, I did not ask to have to play mandatory Call if Duty

    • Solar Bear@slrpnk.net
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      1 year ago

      I don’t want to spend 30 minutes traveling from one side of a map to the next

      I’m not talking 30 minutes. There should be options that let the player do it in a few, depending on the scale.

      Just let me get there immediately so I can talk to this single person and get this item I will never use.

      You’re encouraging bad design in order to facilitate bad content. There also shouldn’t be much if any mailman content either, that’s just filler.