Pathological storage – This is an accumulation disorder in which constant difficulties are observed with throwing things or parting with them, regardless of their real value.

Such a definition gives us DSM-5-TR – the nosological system of mental disorders of the American psychiatric association, which are most often focused in making diagnoses associated with mental disorders.

In my definition, you could notice a small nuance. I wrote about the disease! Today we will first discuss “accumulation” not in the context of the disease, but In the context of optional behavior, And exactly In games. To a disorder, we will return from time to time for a better understanding of the causes of "accumulation".

That is, I mean such behavior in games in which resources are accumulating in the character/chest of the character in a fear of spending “now”, since in the future there is a potential situation of their use.

For our case, it is necessary:

1. A game that allows you to accumulate something in the inventory. It can even be one specific item, but different in rarity, for example.

2. The corresponding behavior of the player. Often related to fear of incorrectly or not at the right time to use an object that is quantitatively limited. As well as with a mental battle against a “fictional scarecrow”, namely a fictitious alleged situation, when this item may come in handy.

I’m going to use an excellent English word – Hoarding, which just means "pathological storage".

-First, we will consider what the causes of accumulation from different sides. -Then let’s move on to the scenarios that correct this provision.

And what are the reasons?

I divided the reasons for Two large groups:

1. The influence of developers on the game. How they contribute to the funded behavior.

2. The secrets of the player’s soul.

1. Let’s start with the developers

“The more difficult it is to replenish the supply of resources, the stronger the desire to preserve the subject” or “Fear of loss of a rare and limited resource”

All big RPG/Action RPG with the possibility of "preserve" items from the 1987 Dungeon Master to the third witcher suffer from this sore. Perhaps at first this is not so noticeable, but then the ulcer is opened.

As you pass, a picture of the world is built, its logic, the player understands what is valuable and begins to save. Mercilessly.

If the world of the game will present garbage as a valuable and rare component, we will walk with pockets filled with all kinds of dirt. In this case, Fallout 4 Bivalent, After all, as a large Action RPG, it includes all aspects of pathological accumulation. But at the same time there is a trash in the game that We will have to Break in pockets (it is necessary for craft), but the trash weighs practically nothing, it can be thrown out on the basis, and the components that are extracted from the trash are automatically added to the "warehouse" of the settlement. And no accumulation to you. Even rare materials.

When the Elysium passes, the gate of Baldur or Minecraft, we are crazy, thinking that to leave something? There are a lot of resources, and everyone needs to understand. And as the updates of the same Mine release, the problem will only deteriorate.

Playing in Gothic, Games of the series TES, Witcher, We will inevitably have a choice: use the item or wait? Most often, such a choice appears precisely in the battle, but, for example, in Skyrim, we can eat an unknown ingredient and understand its properties (or use it immediately in potions), but we can sell some kind of The heart of the Daedra, to get more vicious than from a regular item. And for a player immersed in the world (especially for a beginner), this is not such a simple choice, because the game clearly makes him understand the rarity and value of this resource.

You can cook potions from this milibuschka. And also the hearts are needed for quests

And also the most powerful and juicy armor in the game is wrapped in

So why not save it until better times, until I decide with my purpose?

I also recall various arthaus and more hardcore projects. Of course I’m talking about mor . In such small but worked out games, in addition to strong limited resources, there is Survival elements, And what is the Death System, when you really cannot die as a user, you cannot boot, but after each actor the characteristics fall and the game is complicated. Such projects are not going to feel sorry for you, so gathering, it would seem, is fully justified. On the other hand, an unprepared player (in fact, not only he, but most often and pronounced among beginners), focusing on the complexity of the project, might think that it is worth leaving, but this is a mistake. Here Management is important and the ability to draw out grain from the chaff. Subsequently, the player will most likely confuse or incorrectly assess the situation, and then an important (either in the context of the game or personally for the player) will die. This is always sad (.

Although The worst thing is to break the game and get stuck. I remember when I started playing the utopia (I immediately started playing on classical complexity), it was certainly hard, but I did it, and then. I did not calculate the time while I was engaged in gathering and versed in mechanics, my character began to die (like because of a lack of food). I had several tens of meters left before the bed. I loaded, my health fell, but I managed by some miracle-so, almost At the beginning of the game I did not have 1/3 of the HP. Having received a blow to the temple and immediately hit the eggs, I continued to play. Of course, I had to die further, but the game passed.

True player in the mor

I don’t know if there is a game design or purely I am to blame, or maybe all together. I just say that there are such games. I believe that the developers need Explain the rules to the players a little more Or immerse into context deeper (if the complexity of the game is kept only on the unknown, I do not think that it should be called complex), and It is better for players to initially understand what they play.

Yes, in the case of Mora, you can bring everything to the "part of the game expirence", but I do not like to do this, because it turns into a primitive excuse.

// In no case do I regret the game in the mor. She became one of my loved ones. True, not because of this moment, but he left his mark on my psyche.

Inventory restrictions

1. "Junction System" from FF 8 – connection system. This is a very curious system that is not found in our time.

The player can "connect" (Junction) Magic reserves/spells with their attributes (characteristics). The more we have accumulated these spells in the inventory (remember that it is also the consumed material that is used in battles), the more characteristic of the character increases.

As you know, the main problem is just in accumulating spells, because I want a characteristic as strong as possible! At the same time, all the magic scrolls are finite, and they are rare and. And. NIGHTMARE.

For a better understanding, I advise you to watch a video

Perhaps if there were no mechanics of the "connection", then the idea of ​​consumed resources (even magic!) not so and bad. I think in many cases incitement by the game in this form would force to use all resources despite their limitation. If you are a magician, you just have nowhere to go. Smile off and act.

But, if you think about it, this is suitable for step -by -step games, and not for Action RPG. Imagine how fun it would be to use only scrolls in Skyrim or The Dark Messiah of Might and Magic, each time pressing a pause and horseshly looking for a suitable.

2. Mario Sticker Star – The player has A limited number of stickers, which are used as certain actions.

To pass some bosses or solutions to riddles, we need specific stickers, but Any stickers We can use In any situation. You understand what everything is going on? The player can spend stickers empty, and he will have to return to the initial levels to get the necessary sticker again.

That is, for a specific boss, the outfits conceived the use of a particular sticker, otherwise:

Poor Japanese children. Gam -designers from the Land of the Rising Sun love to break the children’s psyche, for example, developing paranoia in them.

Planting pace

The DESIGN DOC gaming blogger brought in the example of Dishonored, where mana is spent quickly enough with the active use of spells, but is restored if the hero rests a few seconds. Thus, this stimulates players prone to accumulation, to act more carefully. In the case of C Dishonored We can say – more secretive. That is, in the game from Arkane The supply of mana is the source of accumulation. But what if I do not like stealth or decided to try a new style?

If you remember TES or Fallout, then all a huge number of consumed resources must be viewed and selected in your inventory. But here is a catch – when entering the inventory, the game is paused. All enemies freeze – they have a smoke break, and the player begins to scour among all the rubbish that he picked up for 50 hours!

For players with accumulation, this turns into absolute absurdity: they become so many things that the search can take minutes. You can certainly put things in, the so -called, "Fast access", But this does not solve the problem with the pause (as a result and the pace violation) and the amount of junk that Dovakin collected in tens of hours.

Misunderstanding how far to the end

The final boss, mission or the whole chapter are perceived as The last and most difficult jerk. There will be nothing further. Next is the end. And in the end I have to give up. Here you can use all resources – so we think. Something like an exam and the subsequent holidays. And, you must agree, how insanely and insulting, if we were informed after the session that they forgot or specially silent about the last exam.

For me there was a real surprise when I saw a continuation of the game for John Marston. I know that in the game itself they write about the presence of an epilogue, but they don’t write how big it is! All things from Arthur are transmitted to John, but until the transfer of management from Arthur to John, I don’t know about it, I don’t suspect at all that we will continue to play! What if before the last missions I would like to spend everything? True Rockstar Filigreeno solved the problem, making the last chapter almost a plot oriented shooter. Oh yes, they also scattered a lot of gold ingots in the world that completely break the economy of the game. They probably hoped that having gathered several, the players would stop doing this, and subsequently, seeing the epilogue, they would want to continue the study.

Okay, let’s go further. We find ourselves in the epilogue, see a large layer of content that can be explored. We continue to collect things in the hope that there will be unique expensive things, but. No.

Take another situation: you play, the plot begins to develop, and Suddenly the game ends, The game world is collapsed, not giving a chance to experience the accumulated equipment. Perhaps this happened unexpectedly, and perhaps the boss was too light and t.D.

I recall the sad situation with Deus Ex Mankind Divved, which was obviously drank with a back to continue. The plot turned out to be greased enough, and the game itself is short.

The weighty part of the items is simply useless

It happens that you look at the aem and you cannot understand: but for What is it needed? Why are the outfits add such items? I think exists Several reasons:

1. Sensation of the scale and possibility of interaction with the world (Bethesda game).

2. For use in purely specific situations (moss that removes poisoning in swamps from the Souls series games).

3. For beginners. As the control of the most difficult moments for them.

But no matter what reason we choose as the most acceptable as an excuse, this does not save us from accumulation. In a search for an understanding whether this item is important or not, we get confused, fear is back around us, and in the future the hand does not turn to throw it out.

2. Let’s move on to the players

We are people and our main ability is to forecast the future

We cannot in the games not to face part inherent in every person. We are aware that the game has bosses, difficult situations, riddles. How, having this information, a person is able to resist the accumulation of objects? Many games encourage this, either out of good motives, or because of inept game design.

Cartridges, arrows, craft objects that are not often found – all of them connected with us with one thought: I definitely need it, but in the future: for example, it was not a suitable situation, the enemies seemed to be not so strong, I will leave it for later, and then. Again: Yes, I am already quite pumped, what they are for me to? But We don’t throw them out, Because suddenly there will be a situation when only they will remain in the inventory or exclusively this arrow will be able to kill the imperial biak.

I think that this is also due to the huge number of situations that can meet in the game, and we wind up this way, We will invent absurd and complex circumstances, that we don’t notice from what moment in our inventory all things from the alienation zone, and why am I drag this poor stalker to the eyeballs filled with other rubbish?

DSM-5 has an interesting point with the name "Risk and prognostic factors". Let’s dwell on it a bit, because it is important for understanding not only the etiology of the disease, but also of the optional normal behavior.

Temperament

"Indecision It is a characteristic feature of people with the syndrome of accumulation and their relatives of the first degree of kinship. ".

Environment

Often the manifestation of the disease precedes Stress event.

This can be considered in the context https://www.popularslotgames.co.uk/review/moneygaming-casino of games. When in childhood we encountered something impassable and fixed this in our psyche forever.

See how your parents play (or other close relatives). Unfortunately, this component is difficult to check, and some are simply impossible.

// Here you are An interesting fact: approximately 80-90% of people with a storage disorder show an excessive desire to acquire. The most common form of acquisition is an excessive purchase, which follows the purchase of free items (for example, leaflets, objects thrown out by others). Theft is less common. Allow you to use this in the context of video games?

We see harmony

Reading the book of THI NGUEN (C. Thi nguyen)Games: Agency as Art»I drew attention to a fragment, which, I think, is able to supplement the situation when we collect, but do not use resources. I think, first of all, this is suitable for Souls.

No one will argue that in life everything is more complicated and boring than in video games. But sometimes we are lucky, and we we notice harmony between our abilities and the tasks performed, although usually there is no correspondence between them, or the tasks in themselves are boring.

Through games we crystallize life experience, we ourselves set the obstacle with the help of artificially created mechanic to overcome them. In games, we can say, we themselves create and crystallize the very harmony (both developers and players).

IN Souls Most players do not use additional funds unconsciously, since they only want to go through "on your own", That is, see and prove yourself, that their abilities (namely as a player, as if without additional. Umochki) correspond to the tasks, so we get such a charge of endorphins and other encouraging hormones after passing the boss “once by a time”.

This is a kind aesthetics, which we feel Through gameplay – blow on the last sigh, successful evasion.

Butten, there is no sun harmony. OUR Abilities Fall Far Short of the Tasks;Or, the Tasks are Horribly Dull. But We Can Design Games for the Sake of this Harmony of Practical Fit. In OUR Games, The Obstacles Are Designed to Be Solved by the Human Mind and the Human Body – Unlike, Say, The Tasks of Couring Cancer Or Grading.

C. Thi Nguyen

I remember about Babadzaki and his statement about the Souls series and the approach to creating video games. "I am a masochist!"He exclaimed. Games are his way to share his experience (apparently how he was beaten somewhere in the swamp), with his desires with the world, to share what he enjoys. This is his crystallization of experience.

And how to fix everything?

It’s time to talk about ways to overcome accumulation. I will use examples of a mechanic both in “Games with a storage” and in games where the accumulation does not smell, but where the mechanics, in my opinion, are great for solving the problem.

Inventory restriction

In this case, the player is forced to make a choice – throw out or use the subject.

1. Certificate inventory From the series Resident Evil or Minecraft, where each item occupies a certain number of cells. It is simply impossible to carry everything with you.

You have to build an algorithm of action in my head, how is it more profitable to do it. And if in the case of Main everything is simple – the world is completely open, and we are free to return for the subject at any time (the main thing is not to forget where it is), then in the case of the rubber, things are slightly more complicated.

IN Survival-Horror-We need it think through our adventure a few steps forward. Having a item that can be taken in front of you, and the inventory that is clogged will have to think carefully: "Use something now?"," Return to this place later?", and also" can I return here?". Plus, different in size items occupy a different number of cells.

In Resident Evil 5 Let’s go the other way: limited the number of cells in the inventory up to 9 pieces, but "equalized" the size of all objects to one cell.

The inconsistency deleted an important feature of the series-mini-group with management.

IN Immersive SIM-ah added characteristics that can be pumped. With the increase in the “Strength” skill in the System Shock 2, you can increase the number of cells, and in the 2017 PREY, everything else is added to the search for neuromodules.

And what to do with larger projects?

2. Weight restriction In some way, it is an option to solve the situation. But in this case, it is worth it to think over weight categories much more thoroughly so that the player does not manage to accumulate objects in a sufficiently large number.

This is a working version. It is actively used by the developers of many large games: Bethesda, CD Project Red and t.D. Weight restrictions look like a rudiment, but the developers can be understood-first of all, they should make an interesting corpoptic, and the inventory looks like something secondary. Although, recalling the Cyberpunk 2077 at the beginning with its disgusting system for the categorization of trash, the inventory no longer looks like such an insignificant element.

I think for large -scale games should be Large -scale changes! Combination of both of the above systems Looks something hardcore and scaring for an ordinary player.

But if you add to them a worked out and convenient system of categories of objects that would share them by properties. Perhaps someday we will see this in practice.

A little realism

What? Enough simple – deterioration in the quality of objects over time. The simplest is food. Food deteriorates, which means it is not possible to accumulate it. This is not only useless, but also unsafe.

We recall Don’t Starve, where we had to not only look at the quality of food, but also to stock up on it in advance;Project Zomboid or relatively recent Abiotic factor .

And where are the big games? Yes, please – Kingdom SOME DELIVANCE, DRAGON’s DOGMA 2 . Mechanics fit perfectly into the idea of ​​these projects. First of all, it is Dangerous adventure, And in order to survive, you must constantly keep various aspects in my head.

The blue strip over lamb includes various icons, including the heart of the heart, which means the state of the subject, including food

There is an interesting moment in the dogma – cooked, rotten meat is tastier than freshly cooked

Food is the simplest example of depreciation of resources (time limit). No one forces himself to limit it to it, there is only one problem – you need to think a lot: select items that can spoil, or create a whole mechanics? If manually, then what objects, if mechanics – then, for example, on which their damage will depend and how this can be prevented.

A more complex and interesting system is Weapon breakdown, After all, your favorite trunk can be repaired and returned all the initial effects.

Creation of situations forcing to use resources

Creation of unique bosses or riddles that require you to use things in the inventory.

As an example – a flying island in Morrrowind . We can use the flight potion to get to it. I do not take into account the spell as an unexpressed subject (but you still have to learn the spell). Most likely we will find this island at the beginning of our adventure, and curiosity will be so great that it is completely not a pity to use, then the only found potion.

Of course, this is more conditional example of a possible spatial (completely simple) Riddles. I think it’s worth saying about optionality such situations. We cannot realize them in plot moments (we remember Mario Sticker Star From the last chapter), because it will either break the game or break the pace if in our game these resources are filled, for example, in previous locations. Although if we assume the presence of quick movements to the necessary locations or, for example, the central hub, the problem becomes solved. To some extent, we give the player full freedom to use resources for its unique passage, but Favorite grind is replaced by everyone.

There is another proposal:

Increasing complexity, this is what

For me, an excellent example is Alien ISOLATION . The complexity does not increase due to an increase in damage by heroine or absorption of damage by enemies. Difficulty increases thanks to AI "perfect killer" – He traces your patterns and knocks out of the usual behavior, So it can be taken by surprise, and you have to use limited materials. But the whole situation is framed by the genre of the game. This is a horror. So, sometimes due to fear we will act recklessly, and we use something at the sight of the revealing mouth of xenomorph- Let’s make a mistake.

Resource restoration or infinity

1. IN Souls – This Estus, which Restores after rest by the fire, but in the space "from the fire to the fire" the resource is not restored. We can use, for example, special greens, as an additional “first -aid kit”, but it will not work to restore it by.

2. Using a murder system "Glory Kill" In Doom 2016 to restore health and ammunition.

3. I want to recall the best sandbox of all times and peoples – Minecraft.

Finding a rare resource, we Fold in bins, somewhere in the chest, so that no one, including us, get to him.

But we should deal with the mechanics, study the world better and pump, comes up with an awareness of the opportunity to crawl this subject more often, or to extract it more efficiently.

We are sufficient only one awareness, a little click of the opportunity, so as not to be shy to use a rare thing.

In fact, the same grind of Souls Games. But he is perceived in a completely different way. This is not an adventure with the study of new caves, it is not a deepening in mechanics and a better understanding of the world, it is a grind in a crystallized form.

Cycles

Naturally, I do not take, for example, games such as The Stanley Parable, where there are simply no resources. We do not need to prepare, think through what things will be needed in the next raid.

There is no accumulation in them – you are right, but the essence is different. Using cycles (as in examples above) will allow Create paths, from which the player will have to Go out at all costs, After all, otherwise he will lose all the lut.

The most striking example is Tarkov, where the “menu” is both a system of raids/cycles, and the accumulation of all kinds of trash.

I also want to include the restriction of conservations (for me personally, an ideal example is precisely Resident Evil 2 in hardcore mode). Starting once again again and falling into a critical situation, we do not think about how to furnish everything carefully, though? We want to survive and go further, and the main factors are here – saved time and pride of skillful passage.

Indicating the chance of falling out the subject – mainly in games with craft. The veil of the unknown falls?

Such a system exists, for example, in Monster Hunter World .

Does this solve the problem – and yes, and no. In games where Lut is a fundamental goal – this will surely simplify the life of a player. Such systems are more aimed at Mechanical interaction With the game. Literally gameplay implies that you know all the percentages of falling, and you will try to increase this chance with the help of various trinkets, objects. Or wants the player to think over the production scheme of any resource (it happens that players use game roughnesses and ill-conceived game design). Therefore, I called this "mechanical interaction", if you like, "mathematical".

But what to do, for example, in large RPG: will this contribute to the concept of gazebo games – to explore? Or take it Minecraft – We know that this item falls out with one or another mob. How interesting or correct is knowledge about the percentage of Luta loss? Obtaining a cherished hellish plate after so many attempts and loss of hope for success gives a surge of emotions that are comparable to the victory of a complex boss or winning a lottery.

Consider another situation. Knowing the chance of the appearance of a certain biomer (for example, mushroom) or spavna mob (for example, a zombie livingizer on a chicken) does not detract from its values. That is, look, we have two components:

-Knowledge of the existence of "something"

-Knowing the chance of the appearance of "something"

As a result, we fully realize the value of the world we created, even in some way uniqueness. After all, in other worlds of other players, this event could not have happened. Only one thought gives us pleasure.

And how to prevent "pace"?

We return to Dark Souls. I consider it a good solution to create two inventory systems. This is not just a dumb list of items, as in Skyrim, and mini-inventory with the simultaneous presence of illustration of the subject.

In the process of one action (for example, evasion), you are free to switch objects in your mini-inventar without a violation of the pace.

I would like to supplement a little and even make a reservation.

I remembered amazing in many ways Baldur’s Gate 3, as an example of a game with a storage, but let’s look at the other side.

Baldur is without executing the game-phenomenon. Speaking items in it, there is a small chance that one of the thousands of existing aytems will really be in the right place and at the right time. Why is this happening?

Baldur provides Many ways of interaction "Player – subject": Throw at the enemy, use as a step to climb;And the most amazing thing is to use it as intended.

This Big, thoughtful and painstaking work, which takes into account the consequences of the player’s actions. But you still need to correctly limit the actions, carry out the attraction so that the player does not break anything.

Of course, she is not perfect. As I did not try to carefully kill Drora Ragzlin in the destroyed sanctuary in the first act, nothing came out for me. In the corner of the location there was a small unstable deck of the boards. I conjured the illusion in that place that the red horseradish would go there, and then the carousel began: I threw things there, and threw weapons into the boards, and jumped, and then revived the character. Ragzlin fell and was dying, but the game constantly counted his death, as if I had killed him, and everyone was aged, although in some other situations the "fall of the character" for the murder due to "indirect" actions was not counted.

It turns out that the gates of Baldura turn to their advantage to their benefit, make their own chip and actively use.

This led me to think – here it, Solution for all RPG and other large -scale games! After some time, I dragged on, because only a limited part of the developers is capable of the scurpling study of objects and the provision of such freedom to players. Larian Studios could afford such a luxury. But we do not forget-this is the UNIKUM game, and I am absolutely sure that it is impossible to create from this "scheme"/philosophy (like a gazebo). I would have to think through every game from scratch.

Conclusion

I hope you enjoy reading, learned something new, and perhaps even thought or firmly decided to change their strategy in games and exclude the accumulation of their passage. How do you like it?

This topic is my personal problem. I was always annoyed that the myriads of Kala accumulated in the inventory, and I do not use it in any way: I forget, then too easy, then something else, so it was important for me to reflect and figure it out about it. For me, the game is, first of all, experience. Experience that can simply entertain, or can help in the future: someone in his passage, someone in development, someone in real life situations.

I did not delve into the medical sphere, although I could tell about impulsiveness and analyze in more detail the syndrome of "Plyushkin", which is literally synonymous with "pathological accumulation". But we have games here, and to describe the disease completely in the article is not necessary, given the analysis of behavior. Read, if interesting, yourself.

– If you liked the article – put plusik.

– If you have something to say, write a comment.

Separate gratitude

In some points, the magnificent e -sportsman on LOL – Cyril "Walker" Aleinikov consulted.

Ispecked and made a juicy cover – Daniel "El Jabo".

Sources

I advise you to look independently. Great video where I got some examples and thoughts.

2. DSM-5-TR (Diagnostic and Statistical Manual of Mental Disorders).

3. Book of THI NGUEN (C. Thi nguyen) "Games: Agency as Art".

The best comments

I have a simple policy: if I can cope with the problem without the use of an object/consumable/resource ITD – in 99% of cases I will do this. Probably, I just grew up in games where you can softl grab yourself without saving resources, so much so that no matter how the whole game has to be re -surpassed. Now I am much easier to have a waste of resources, but the habit is already a second nature, and often some scroll of the Total Armageddon will remain unused to the final credits. In the same Baldur’s Gate 3, I once used Haste’s potion in a battle with the Apostle Mirkul and killed him in one move, while the shooters with paired crossbows coped with the murder in Solo himself, and the rest freed the captive and destroyed the suckers.

I had a problem. Residen Evil 4 passed, the game seems to mean saving resources. Therefore, I had a habit, if I spent an extra cartridge, missed a grenade or received damage, then I need to die and replay better. Because these resources can then be needed that if because of this I will turn off my passage?!

Now I have changed and already passing the same remake of 4, I adhered to the rule, but at least I will spend all the resources, but I will get out alive from this shit. So much more fun, never give up.

As for me, everything can be reduced to one offending word: greed.
Not just so we call her one of the sins. It is due to it I consider to be our nature and evolution.
Games are just a convenient product where it can be expanded in exaggerated macostations. Brilliant examples of the Genre game "Factory" Aka Factorio.

I note that pathological accumulation can be completely confused with banal laziness. An entertaining example, I have a pair of almost dead Full HD monitors behind me – of course, the thought “VNB to sell them” or repay ”that I choose? That’s right, to score hell 🙂
All this is to the fact that the player is corny to lazily engage in the management of inventory.

Similarly, by the way. But for me it was some kind of meditative process. The brain is turned off, you relax, you scatter probes 🙂

I just do vacuum cleaning and do not think about saving items, since they are always in abundance. So now give the text about vacuum cleaning

Baldur provides many ways of interaction “player – subject”: throw it into the enemy, use as a step to climb;And the most amazing thing is to use it as intended

There are really many ways to use objects in the game, but this does not push them to use. The method of using consumables (at least for its intended purpose) is everywhere. This is also consumables, but the player still accumulates objects, t.To. then it may be more necessary.

It turns out that the gates of Baldura turn the accumulation to their benefit, make their own chip and actively use

Yes, but do not solve the problem. The player’s inventory was filled with objects that the player does not use before the final credits, and remained. There are no differences from other games here.

Even worse. As it was in the BG3, in my game, the inventory was not clogged with potentially useful items. It was not comfortable for me from the constant need to transfer objects between the Sopartians to balance the weight. Everything is in the classics: it is a pity to sell, because gold is already enough, but anything can come in handy. And this "anything" a huge mountain accumulated.

So it does not solve the BG3 of this problem, it only gives additional ways to use objects, but not an incentive to this.

Good material, coolly scheduled, only the author himself confuses the accumulation of things “I don’t need, but I will take it” and “it will come in handy in the future”.

The first option is unconditionally “bzik” with which you need to fight, but the second – this is absolutely natural behavior, knowing how the games are arranged.

Why should I drain a powerful grenade in a resident on all 2 homeless people who and a pistol is normally flying away. With all this, not only is it a grenade, but also powerful. From one name, the idea comes to mind to keep it to the plot crowd of zombies or one brut. Flash drives, at first are useless, at the end of the game will vans the second form of mutants when they have a gut instead of a head. Why not save only 1 flash drive to save a bunch of cartridges, or transferring to a more valuable resource – the time spent on the murder of one such sponge for cartridges

Special grind in the surviva is always carried out with a specific purpose. To scrap the sword, you need 10 units of steel that melts from 100 ore. Go dig. I want a sword. My goal is a sword, not grind as a goal itself. Grind is only a way to achieve the goal and if there was another legitimate way to get the desired sword, for example, it is guaranteed to get from the bass, get a plot or simply to buy it – I would use them, and not hollowed stones for 10 hours.

Moreover, a statement about grind in the Souls is fundamentally not true. We are the grindim of the soul not just that they lie in their pockets, but to pour them into the Persian and pump the build or again – buy a gear. After achieving their goal, the souls are generally depreciated and do not even return behind them and is not rarely using a tag instead of a bone.

In big games with open worlds, the lungs of all shit in the first passage, it is correctly said, is due only to the knowledge of what will come in handy. Luttings of specific things, for example, is associated with pervetoryism. “I have already collected 3/5 parts of the set so why not collect another 2 and just 2 seconds to admire him in full assembly on the character, then to remove and forget forever”. In this case, I try to take as much content as possible from the game, for which I generally gave money, this time, and two – I just like it and I want more and more. Here we are following the goal of enjoying the closed checkbox, and not just row the armor "Shobs".

Inventory in a cage and even with a restriction on weight, as it seems to me, is the best and at the same time in the worst way in Tarkov. Having killed one in the fingered type, you can collect so much gyra that it is enough for several raids without dying, but by killing a few – there is already a shortage of space. Handles are removed from the guns, the shops are leaning over, its own equipment is scattered and trophy is taken in return for it. In addition to the inability to take everything to the characters, and the debuffs are hung on the entire mum. It turns out that they punish me for the win and do not give a reward for the fact that I outplayed the crowd. I’m better than all of them! I want their guns! Adai here! Meanwhile, the gathering of bolts from garbage, on the contrary, is rewarded with a more compact loot in only 1 cage, jewelry of 2. You can take out the coffin of shit and get more money than having outplayed the crowd. O and money also occupy a place in the caches and they again punish me for the fact that I am rich. That is, so as not to experience discomfort easier not to play at all.

Kingdom Come is a little a little tries into realism and with an advantage you can’t get on a horse for your mare is already 300 kilograms of nettles on yourself, and from you, surrounding the whole of Ratai – her back will be broken. But still, these are only sluggish attempts to realism, because no matter how much you rumble a junk – you can all come to a bottomless chest with a foot. Slowly, but you can. But when the games resort to complete immobilization from an extremely strong advantage – this already makes you think so as to throw it out, that I would not cosplay stone (although players of the same Tarkov are doing this consciously, kham. )

My comrade and I love to play in all kinds of terraria, minecraft and similar. I always have an inventory there, I already knocked out a friend with this) And I just collect all the objects. The game gives, I collect. Of course, clutter helps to defeat (almost) a bunch of chests and a comfortable fast glass system into chests.

We "cured" the mods of Valheim, t.To. The restriction of weight there is incredibly stupid. To scrub an ax (I don’t remember what) you need 30 ingots of 10 weight, total 300. T.e. The default inventory limit. You drag these ingots from chest to a workbench, hunching and sweating. And then you make an ax and all this weight evaporates

The breaks of terraria understand what their game they have, and allow the players not to fight about the features of gameplay.

Reading the whole text of the post, I recalled a recent discussion with a friend during the game in Sekiro. I thought so that for all the previous passage I have never used divine grass (well, a very rare object that cures the player completely). The ratio of benefit and rarity is so frantic that I cannot imagine the situations when I use it. Comes in a few hours, possibly. If I die, I will try again and all on this. Although the only thing that seems to me is if I almost killed a very difficult boss, he and I have a edge of health, and then divine grass goes on stage, yes. It’s perfect here.

As for me, in such games it would be really useful to introduce a measurement of the ratio of the loss of the subject and the frequency of its use (or rather situations where the use of this subject is appropriate). If the player does not use it, then the developer did something wrong: too rare, too useless, or may not have reported the essence of the subject.

Probably with the accumulation of experience, it has become easier. In the same GTA IV I remember I really did not like the point in statistics: the number of deaths. There, too, after each death, I loaded the preservation.

But if I touch precisely survival with a shortage of resources, I just accepted the rules of the Games. I believe that it is much more interesting when a person is mistaken, but trying with all his might, he still overcomes difficulties than when he knows the location of every enemy in advance and does not experience difficulties.

Only a limited part of the developers is capable of scurpling items of objects and the provision of such freedom to players.

Rather, everyone is capable, but units want to do this. So every creative with objects was still in the old Stonekeep, and simply due to the ability to throw. But to do this, you need to think, to pose, and not just copy ideas and design from others. Statistics and marketing again, unpopular features and/or what is poorly advertised by the game, or even a banal misunderstanding of one individual PR man how to beat the moment in advertising, this is also chopping game capabilities at the root.

Well, I reasoned that RPG.There are few resols.FIG knows that more interesting it will be possible to glue along the game.)))

Maybe not quite in the subject, but when I played in the masses effect 2, then I drew up all the planets to zero.And it did not have so much in FIG.Even that "zero element"))))

It’s good that you said exactly about the habit. I wrote in the article about “stressful situations” from the past. But, I think, some habit of their variation.

When I wanted to show off, but did not take into account the nuances and shot himself.

No need to beat off the headlines with spaces. We adjusted all the styles so that everything looked good at any resolution, and with such jokes on mobile phones, everything ugly “crawls”.

(And I won’t say anything on the blog, but since I got a mowing, then it means good, Keep up the good work)

While I read, I thought, but where did this habit come from? And there was a feeling that it went from some moment when I came across some kind of software. I thought, thought and remembered. Gothic 3! When I was in the forest at the Orc camp, I gathered these fucking ligaments of the weapon and sold it, because there was not enough money. And then it suddenly turned out that these ligaments on quests should be handed over and their strictly defined amount in the world, they would not remain and you will not do anything with them. And figs with him, well, side and side effect, but these side effects are needed for pumping turnips in settlements and in some side effects more than necessary, and somewhere-exactly as much as you need and such a hanging = not sufficient reputation. In short, it is good that I have not stumbled upon this for a long time, (nevertheless now, most often, potentially quest objects are either not sold at all, or in the future they can be reached yet), but the sediment, as they say, remained.

Happy end. And then you noticed such a change? Or somehow the realization gradually occurred that it was so more fun?

I am a "hamster" in life. In games, I usually storage all sorts of notes (although in BG1 I wore a skull in the inventory and it really came in handy at one quest), and most of the artifacts I sell.

And in reality and in games, everything is simple.

I know people who, until the last, are accumulating even magazines and newspapers. Every time they have to throw such a waste paper, for them flour. Why? Because once they experienced loneliness, impotence and helplessness, and the exit, answer and the solution were found in magazines and newspapers. Since then, all this garbage seems to them the only thread to salvation, because people and various kinds of services can cheat or simply refuse something, and with magazines and newspapers it seems to them that they can cope with a particular situation.

With the accumulation of junk also. Anyone who once lived at least temporarily in poverty or on the verge, and then began to live a little better, but not particularly, he began to accumulate different things, because … And where to buy, where to run, how much money should be given to get one or another necessary thing? What if I already have it? And it doesn’t matter that the apartment is littered with a junk, it is important that a person in a permanent of despair. And again loneliness, impotence and helplessness.

In the games a little differently, since around Dofig Luta or not Dofig, but he is and relatively for nothing. This is precisely “for nothing” and forces me to save! Because how not to save what you did not have to pay for? And endless "what if?"

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