this post was submitted on 19 Jul 2026
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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.
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?
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.
Which you can in Fallout and Skyrim. So we're in agreement. Having these restrictions in those games is stupid.