I don’t think I could pin down a universal number. I really enjoy when a game understands the staying power of its gameplay loop and finishes up before it gets stale.
I’ve got 180 hours into TotK and I’m not sick of it yet because I discover something new every time I play.
Conversely I 100%-ed Dredge in 20 hours and that felt like the exact right amount of time. Any longer and I’d have been sick of it.
Or we can go even lower with something like Untitled Goose Game, which was under 10 hours and also finished up just as it got old.
So yeah. I’m all about the self awareness of a game with regards to the experience. Whatever amount of time that takes is cool with me.
I’m actually quite surprised that nobody has stumbled across that 2014 “Moonlight Jelly” and discovered it was his bandcamp. This is a trove of 2010s vaporwave that I’m glad to have on my radar now!
I don’t mind the idea of an encumbrance system where it makes sense. Like, the idea of being able to carry whatever you want into combat feels obviously wrong to me, since you can just overwhelm any challenge with endless inventory - like you just grinded an endless supply of healing potions and smart-bombs. Encumbrance caused by your combat-relevant inventory creates the idea of a “build” of your character, it creates interesting decisions about which combat gear you’re going to keep available to roll with (or non-combat gear if your game’s core loop isn’t combat-driven).
Although I do see the argument that it shouldn’t be coupled to a weapon-durability system. I like weapon-durability as a way to make players fully explore all of the gear available instead of just getting “The Good One” and then never ever switching and making the optimal strategy super boring (yes, Steph Sterling, I’m That Guy) but it means working on the “build” of your character is constant fiddling and decision fatigue.
Either way, all that falls apart when it’s stuff you’re only carrying for saleable loot or for crafting materials. Unless you have an interesting and fun gameplay mechanic to provide supply-lines, that’s just adding tedium for the sake of realism. Yes, it’s not realistic that you can carry unlimited bricks, but taking that away doesn’t add anything interesting to the game, it just adds tedium.
Bethesda has been lowering the base carrying capacity for a while now. It was 300 in Skyrim. 200 in Fallout 4 I think. Around 100-150ish in 76. I can see why it’s impacting people so much. Even more so when your ships carrying capacity is also limited.
Personally I think a good encumbrance system is a good thing in games. For example, look at the Demon’s Souls remake. You can carry as much adventuring gear (heals, grenades, etc) to make your life easier as you like, if you have the stats for it. And if you need to pick up a unique item that is beyond your limit, it can be sent to your stash, which is what the original was missing.
The alternative is to limit consumables, ammo etc to some arbitrary number. E.g. You can carry 5 heals and 5 throwing knives and 50 arrows. If you don’t want knives but want more heals? Fuck you.
games
Ważne
Magazyn ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.