this post was submitted on 19 Jul 2026
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[–] IcedRaktajino@startrek.website 11 points 3 days ago (2 children)

Every time I play Skyrim:

"You are carrying too much to be able to run"

Inventory:

  • ...
  • 30 "Solution of Strength" potions

Me: But I might need those later.

[–] lightnsfw@reddthat.com 15 points 3 days ago (1 children)

I just cheat to make my carry weight huge when I play skryim or fallout. I am not going to be wasting time fucking around with an inventory limit. It's stupid.

[–] Viceversa@lemmy.world 7 points 3 days ago (1 children)

It's stupid

One might argue it's immersion

[–] lightnsfw@reddthat.com 6 points 3 days ago (3 children)

Being able to carry around 15 swords and 3 suits of armor is already breaking immersion. Drawing the line at 300lbs or whatever it is by default with no account for the bulk of the items you're carrying is just weird. Either be realistic about carrying things or don't.

[–] Lemming6969@lemmy.world 3 points 2 days ago (1 children)

A game is defined by its restrictions, otherwise it's not a game. It doesn't need to be realistic, it just needs to have something where at some point you must make a strategic choice.

[–] lightnsfw@reddthat.com 2 points 2 days ago (1 children)

The strategic choices should be about making the game fun and interesting. Not more tedious. All the carry weight limit is doing is making it take more trips to clear a dungeon, it doesn't add challenge to the game, it's just boring.

[–] Fearpanic@piefed.social 1 points 2 days ago (1 children)

You can argue, that the decision of "what are you taking with you", is equally a design element to consider. I like games, where there is real reason behind taking this or that loot. But I enjoyed gothic remakes endless inventory too.

[–] lightnsfw@reddthat.com 2 points 2 days ago (1 children)

I didn't deny that it was a design element. Having to select certain pieces of gear or buffs or whatever for your build is interesting. There are games that do that well. But the way it's implemented in Skyrim and Fallout doesn't make sense. You can still carry enough potions to just chug your way through the boss fights and all the magic items you could want for various situations. All it's doing is making it take longer to move the shit you're going to sell around. Just not being able to haul everything out at once adds nothing interesting to the game. It's easily mitigated but there's no strategy to just stuffing everything into a severed limb on the way out and running back and forth to town to dispose of everything. It's just wasting the player's time.

[–] Lemming6969@lemmy.world 1 points 2 days ago (1 children)

As you run by items, should they just automatically get picked up and sold? Or just enter 1 giant spreadsheet so you can use or access the value of anything you've been near? Should you even be able to pick up a plate or should only core items be actual items like old school games? I'd argue the player is deciding what is and is not worth their real life time, else again, it's not a game, it's a spreadsheet. Granted, there's a fine line to walk here between what is a game, what strategic decisions there should be, and how tedious should things be. It's more complex than what you're considering, and it's a very slippery slope that ends in spreadsheets, math, automation, and whether or not anything is worth playing at all, or is the story the only important part and the rest is just wasting time... So perhaps no games, just books.

[–] lightnsfw@reddthat.com 1 points 2 days ago (1 children)

As you run by items, should they just automatically get picked up and sold? Or just enter 1 giant spreadsheet so you can use or access the value of anything you’ve been near?

Of course not, picking stuff up gives you a dopamine hit, which is the entire point of playing video games in the first place. If everything happened automatically then you're right, it would be pointless. People also want to keep/sell different things.

Should you even be able to pick up a plate or should only core items be actual items like old school games?

Yes, Some people like setting up the random stuff in their house for aesthetic purposes or to screw around with the game physics.

Not having a carry limit is not the same thing as having automation. Inventory management is not part of the fun. Imagine watching a game dev presenting their new game and they highlight the carry limit as an exciting part of the challenge. It's asinine if you're going to have a game where hoarding shit and needing a ton of materials for crafting is a major part of it. Limit what gear you can access at once if you're concerned about having too much available to the player messing up the challenge but the miscellaneous shit? why?

[–] Lemming6969@lemmy.world 1 points 2 days ago (1 children)

It makes more sense if your character also has a lifetime time limit or cannot return to an area visited, else if you can, you're right, no point in gating it as a time sink.

Games need very thoughtful trade-off and strategy management. Diablo for instance had a very beloved or maligned inventory mechanic playing tetris, which was set aside for the same reasons you talk about.

It matters a lot more if you cannot just whip out 80 potions and swap to optimize gear mid battle... If you had to make opportunity cost choices in games it would matter.

Great games balance all this, and you get more casual games the fewer choices and consequences there are, until they technically aren't games anymore and just become number go up simulators.

[–] lightnsfw@reddthat.com 1 points 2 days ago

It matters a lot more if you cannot just whip out 80 potions and swap to optimize gear mid battle… If you had to make opportunity cost choices in games it would matter.

Which you can in Fallout and Skyrim. So we're in agreement. Having these restrictions in those games is stupid.

[–] Viceversa@lemmy.world 1 points 3 days ago
[–] Zarobi@aussie.zone 1 points 3 days ago

I compromise and use the bag of holding mod. Makes it slightly more immersive, especially because you can do a quest to unlock it

Drink a solution of strength, fast travel across the map to the shop and then limp in