Game Design Snacks Wikia
Advertisement

Most agree that it is inherent to good game design that a player only be allowed to carry a certain amount of weapons, health potions, or other similar items. This is because the accumulation of them would cause the player to become overpowered and the game to become too easy (and no longer challenging or fun). However, I personally have always had a deep appreciation for games that allow for the limitless carrying of "wealth" items - innocuous pick-ups that only serve to be sold off for the accumulation of in-game currency. In addition to this function, they can serve many purposes that add dimension to any game. First of all, they are fun to collect. Killing big enemies and seeing the items drop all over the screen for one to round up, following dark, winding tunnels into unknown territory in hopes of a reward, retrieving setting-specific items and feeling a deeper sense of immersion - these all contribute to the idea that picking stuff up and keeping it in one's pocket is just fundamentally pleasing. Payoffs such as these respectively encourage the player to be more brave in combat, give the player the desire to explore the world down to its narrowest nooks and crannies, and generate more engagement in the story. For this process to be interrupted by the player having to intermittently drop off their loot in some chest because of an arbitary inventory limit would be a shame.

Example: South Park: The Stick of Truth

The element of an unlimited inventory was something that I adored in the South Park game. Though there were limits to how many Cheesey Poofs (health potions) and similar essential items the player could carry, one could haul around as many items belonging to a category called "junk" as their hearts desired. These items were interesting, funny, nostalgic to followers of the show, hidden in unexpected areas, and kept the spirit of the game alive. I found myself easily adding several hours to my total game play time trying to look for more - and this process alone was rewarding as I discovered characters and areas I might have otherwise missed. I even earned a trophy at the end of the game for being such a hoarder!

South Park
Advertisement