I hate the item system in Bethesda games and here's why. Clutter. There are so many pointless items available to pick up: cutlery, stationery, low value bits of food. You would never intentionally touch them unless it were for a joke, so why have them? So many RPGs are filled with pointless clutter when players just want to focus on the items that matter. The entire experience needs streamlining, cut out 80% of the least valuable items and containers.
Don't even get me started on games with 10 containers per room.
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Removing ambient object interactivity and physics in modern games is one of the major reasons why their worlds feel so artificial and sterile. I hate ubislop/witcher/ps-template-action games, for this same reason. Everything feels far away, plastic and fake.
Frick you and frick your taste
The Witcher, especially 3, has the exact same problem as the one outlined in OP though.
Witcher has sterile environment with pointless trash to pick up only in containers. Skyrim/Oblivion has pointless trash in game world with applied physics everywhere to increase immersion.
You can still have objects with physics, without having a cluttered item system. Keep forks and clipboards and other junk items to throw around, just don't include them in the item system.
>just don't include them in the item system
This.
This is an elegant solution. Less inventory items is more.
but i roleplay as an accountant. i want to keep pencils and clipboards and paper in my inventory.
they could make those items worth 0 gold so you could still roleplay by carrying them around, but there would be no incentive for anyone else to pick them up just to hawk them to a vendor
So they're worth 0 gold in the lore? Why would any blacksmith in the lore ever make silverware then?
Tiresome post
if some homosexual wants to waste their time by not sorting by value/wt and factoring time to find shops, then let them. never design an rpg about freedom around fixing "bad play".
Developers should design games to encourage and direct towards enjoyable gameplay, then providing players with freedom in reaching that destination
no.
Why should developers waste time on creating bad gameplay experiences?
define bad gameplay experiences
Rooms full of near-worthless inventory-able items with no use that should really just be physics objects so they don't clutter a player's pick-up prompts
Finding the valuable pickups among the clutter is part of the gameplay experience, RPG should be (among other things) about exploration.
actually this. there are so many secret items in Fallout 3 that purely make use of the item system and the ability to stack and move items around freely. if only it had a good story..
one man's trash is another man's treasure, anon. mandating play is anti-rpg.
Dude, I'm picking up those silver spoons off the table to sell them to fence. Pretty much all the mundane stuff worth a few coins from the house I'm robbing.
that was only even really a thing in morrowind, oblivion made it so household shit was literally worth 0 gold because frick you
Was this an intentional design decision? Or was this a side effect of it being "worth" say 1 gold but subtracting a penalty for your mercantile skill and disposition so on and it would round down to 0 gold, unless you had everything maxed 100%? I haven't played Oblivion since it was new.
No they were literally zero gold. Books were like 1-5 gold, food was like 1-2, and other shit like yarn or something was also 0 gold.
Silverware was a couple of coins, and books could be valuable based on rarity, and then animal pelts and few other items.
Overall Oblivion's values would be fine, if enchanted items weren't worth hundreds, thousands of gold, more than daedric equipment.
>add clutter, can't pick it up
>a situation comes up that makes you think "damn it'd be handy if I could pick this up"
>okay now you can pick them up
>"damn I wish I could actually carry it in my inventory to use later"
And so you have Bethesda's system which is actually just right. To further improve it they should let you carry (but not loot) larger objects and add more actual interactivity for the clutter so you could fill a random bottle with any liquid or whatever.
But it's Bethesda.
>>a situation comes up that makes you think "damn it'd be handy if I could pick this up"
That's the point, they're not handy. For anything. It's useless clutter that at BEST can be placed somewhere as a cosmetic.
That's already good enough, seeing as it's an open world RPG.
If you think "remove instead of improving" is a good approach then you're a stupid Black person and should die. Seriously, I'm absolutely sick of devs doing that to everything.
Have they EVER improved it except when allowing you to scrap items?
You can properly rotate and throw shit in Starfield, so there's that.
Finally we have ascended to the level of Half Life 2
>so you could fill a random bottle with any liquid or whatever.
DRAGON'S DOGMA CHADS RISE UP
these soulless tabletrannies wouldn't get it
they just watch cutscenes and clap for the next cutscene
What does "table" refer to here, tabletop?
yeah
same trannies were talking about how balding gay 3 doesn't need a day and night cycle or how fighting world ending threats at a level cap of 12 in a 80 hour long RPG is totally acceptable
I don't see what any of that has to do with tabletop rpgs
not my problem
it's just some bethtard spamming posts about d&d and crpgs and tabletop. ignore him.
>or how fighting world ending threats at a level cap of 12 in a 80 hour long RPG is totally acceptable
if you actually played 5e you would know why campaigns drag on and subsequently die off unceremoniously after level 10.
and if you had played a video game in your life you would know what designing one means
BG3 should have died off unceremoniously after act 1.
the "world" in FEAR is the least interesting part. what an amazing world, an office space.
>Removing ambient object interactivity and physics in modern games is one of the major reasons why their worlds feel so artificial and sterile. I hate ubislop/witcher/ps-template-action games, for this same reason. Everything feels far away, plastic and fake.
>Frick you and frick your taste
couldn't say it better, brother
>I need this hyper-specific, extremely taxing, and bug-prone feature for my immersion
The only company willing to do that just released Starfield: enjoy the "immersion".
Stop being autistic OP
autism is wanting an item system that lets you pick up 500 forks to store in your house
autism is having the ability to interact with the items in the world?
just how moronic are your C(ope)RPG homosexuals?
Do you want the ability to pick up twigs from the ground that will have no other use than selling for 1 currency or keeping in a chest? Should we add the ability to pick up individual pebbles as well? Does that add to the gaming experience? You can still interact with the world while removing pointless interactions.
>Do you want the ability to pick up twigs from the ground that will have no other use than selling for 1 currency or keeping in a chest
I wouldn't mind it. More interactivity is ALWAYS good in video games.
>You can still interact with the world while removing pointless interactions.
Pointless interaction is having gay sex with developer self inserts and mandatory cuckolding.
>I wouldn't mind it
Why would you ever have a reason to pick up a twig or pebble which cannot be interacted with in any way other than being picked up to store or sell for a tiny price. It's "interactive" at the most base and uninteresting level. If you want more interaction, advocate for a scenario in which these things can actually meaningfully interact with the world.
>Why would you ever have a reason to pick up a twig or pebble
to throw at enemies?
to play fetch with my pet dog?
for kindling?
>advocate for a scenario in which these things can actually meaningfully interact with the world.
I don't need to advocate for anything, you're a braindead VN player pretending you like video games
you probably think that starting a campfire should just be a dialogue option followed by fade to black but gay sex needs to have fully animated cutscenes dedicated to it
>to play fetch with my pet dog?
>for kindling?
You can't use these items for either of those actions or any other for that matter, that's the entire point. Picking up a fork in Fallout or Oblivion has no purpose or interaction at all. If you can make kindling with twigs, sure by all means include it, but not until then.
>You can't use these items for either of those actions or any other for that matter
You can't pick up twigs or pebbles in bethesda games in the first place. We are talking about hypothetical scenarios moronic homosexual.
>Picking up a fork in Fallout or Oblivion has no purpose or interaction at all
Its used for crafting in Fallout but you wouldn't know that since you don't play games, just your gay ass VNs.
>Picking up a fork in Fallout or Oblivion has no purpose or interaction at all
Yes it does, I need them for the sake of decorating my house. How else are my followers going to eat noodles if they don't have any utensils when they stay over? It would unconscionable to place dinner on the table if they had nothing to eat it with.
It's a holdover from Elder Scrolls having originally been inspired by Ultima Underworld. The Ultima games often let the player pick up and interact with almost every object around as part of trying to make things more immersive and simulative.
It isn't a holdover from anything. Clutter being interactive is a huge part of the appeal of TES games since Morrowind compared to others.
Expensive loot needs cheap clutter to contrast itself and even as a gameplay mechanic people need to figure out whats valuable instead of getting bogged down by their kleptomania.
>gameplay mechanic people need to figure out whats valuable
What's the mechanic, dividing value by weight in your head?
Even that little thing puts it light years above shit like divinity where you just grab all garbage in your infinite bag of holding and then start crafting once you're at the end of the game
Quest items can be hidden amongst clutter, and clutter flying everywhere when you use a shout is nice.
Put a toggle in the options that makes clutter moveable, but not pick-upable. If you want to pick every hair out of a hairbrush, you can. If not, set the filter to only show things over a certain value as items. Like loot filters in ARPGs.
Your game is now fixed.
What is it with you fricking whiners?
>"I hate clutter you can interact with. Why even have them? It's a waste of time and resources"
*it gets removed*
>"Bethesda has fallen. The features that people loved are gone and the games are now soulless!"
This is now happening with the npcs and house interiors for example.
>why do two different groups of people have different opinions?
In this world there is a right opinion and there is a wrong opinion. You cannot have both. You cannot have neither.
What is your opinion on people who arrive at the correct conclusion but for the wrong reasons?
Not everybody who posts here other than you is the same person you autistic fricking moron.
Don't pick them up sperg.
i hate bethesda games but I love me some Dragon's Dogma wowee-zowie
I have 5 cool friends
food items exist for players to mod in their own survival system because bethesda cannot be bothered to make one themselves.
TESslop is for morons anyway
.>not "TESlop"
I hate all the clutter in Larian games but in Bethesda's games I'm glad I can collect every piece of food or cutlery and add it to my inventory. IDK why that is exactly, I think I just see Larian games as being about doing the main quest and getting on with things so I don't wanna be bogged down by clutter, which I just see as vendortrash, but to me Bethesda games are moreso just worlds to explore and I like the idea of being able to buy a house and customise it by shifting a bunch of clutter objects around.
Didn't this just get fixed by fallout 4? Almost all items are crafting mats.
Starfield is a bit of a mystery though. Food is useful for the cooking system, but most items are just sellable junk since mats come from mining and unique mat items.
Yet another example of starfield just being a downgraded F4
>spools of wire everywhere
>crafting wire is a separate crafting item called "zero wire"
>can find "robotic parts" item
>it has no use in crafting or robotics at all
Don't play Bethesda games then or just use a sorting mod.
I call it "loot fatigue"
The never ending tiresome chore of searching every nook and cranny for loot, making what could be a 30 minute game session turn into 90 mintues
>Noooo I don't want an immersive world where NPCs are named, all buildings can be entered and all objects are interactive
What kind of mental illness is this?
Nobody said that