Johny_X2 said:
all valid points (with the exception of that one weirdly angry guy who went on a tangent about MMOs and shooters for no good reason), the majority opinion seems to be that it balances out the game's economy, not letting the player grab and sell every single pick-uppable object in the game, and balance out the difficulty by making player consciously aware of the choices they are making.
Here's a counterargument though: aren't there ways of getting around all those potential issues in a more elegant, more convenient fashion? The game can limit the number of healing items the player can carry; it can not let the player sell every single piece of stick they find lying about and make shopkeepers more picky about what they accept as loot; solve clutter with an inventory filter and, as for the choices... it's less of a choice between 'should I drop this expensive armour here and lose it forever so that I can take the new one' and more of a 'crap, I'm halfway through this dungeon now, should I run back to the nearest town, sell the old armour, run back and pick up the new one or should I just leave it here?
I don't think it actually makes the economy more balanced in any way. All it does is slowing the player down and makes looting more inconvenient. There's usually nothing stopping you from coming back to the dungeon later to grab the rest of the loot. The weight limit is not restricting this - it only makes the execution more boring. And I don't think that punishing a player with boredom and frustration is a sign of good design.
To me, in many games the weight limit is just a lazy measure that, while partially dealing with some of the problems mentioned here - does not get to the core of the issue and as an end result, only serves to annoy the player.
Please note that I'm talking about seemingly arbitrary inventory system in RPGs in which he gameplay doesn't focus on survival and resource management and/or does't sufficiently build all the rest of the mechanics with the inventory solution in mind and vice versa.
See, you keep bringing up "I'm halfway through a dungeon and full" - but that is not an inventory limitation issue. It's a Player issue - you didn't clear your inventory for going out to play in dungeons ahead of time, like you should. OR It's bad placement of loot as an issue. Too much loot (or pick-up-ables) in one place, and the devs/designers aren't considering the limitations of inventory when doing the placement.
Yes, obviously those would both go away with unlimited inventory, but limited inventory isn't the
direct cause of the "halfway through, gotta clean up" issue - it's just the factor that highlights the shortfall of either the player or the devs in that situation.
And, no, I have to disagree - in some RPGs it is an economic regulator. Not in all of them, for sure, but those with limited loot in the game proper item management at the proper times gives the player an advantage of money vs. a disadvantage for poor management.
The Deep Roads in DA:O is the best example I can think of off the top of my head - you go down there lean you can do one trip, open all the boxes, come back full, sell all your loot and leave. You screw it up and you've got to make a second trip or destroy items and lose that money - which is limited if you skip out on the clumsy crafting.