Gamers see an inventory screen and lose it?

I guess I understand why one would have a negative reaction to damage numbers popping up on the screen, it's visual clutter. But also those can be helpful to understand how different builds work in-game.

I haven't played many games that came out in the last few years, can someone help me understand? I want to understand the psychology of the :soypoint-2: .

  • bobdolesflaccidunit [he/him]
    ·
    1 year ago

    I mostly just tire of certain systems getting shoehorned into games that do not justify the need for the system itself. Some studios just add mechanics seemingly because “this is what gamers want.”

    The modern God of War games did not need a loot system. Last of Us did not need a crafting system. Albeit these games don’t really care if you interact with these mechanics, but that just begs the question “why include them at all?”

    It would kind of like being able to put different hats on Cell in Portal, pointless.

    • zifnab25 [he/him, any]
      ·
      1 year ago

      Last of Us did not need a crafting system.

      Idk about that. A survival horror game gets something from a MacGuyver style "turn a pile of random crap into a bomb" element. Also good for puzzles with multiple solutions. Maybe you can find the key to the door or you can cobble together a battering ram.

      Last of Us didn't really do that. But it could have.

      • bobdolesflaccidunit [he/him]
        ·
        edit-2
        1 year ago

        I mean sure, but even then I have an expectation. Like did Joel spend time doing hobbyist bomb making before everything went to shit? Does he have a copy of the anarchist cookbook lying around? Like I get it, rummaging around for things in a survival horror games makes sense. Sure I need shotgun shells, but packing a tampon with ball bearings and calling that ammo is kinda lame. Especially when I could just rummage for shotgun shells directly. Why the extra step?

        Yes I realize I’m being pedantic.

        • zifnab25 [he/him, any]
          ·
          1 year ago

          Like did Joel spend time doing hobbyist bomb making before everything went to shit? Does he have a copy of the anarchist cookbook lying around?

          Very easy elements to add to a survival horror story. Joel finding recipes to different craftable items that he can use to solve problems without just gunning down a bunch of zombies is a good way to give players alternative modes of play.

          Why the extra step?

          For one thing, cotton swabs might be an ingredient for makeshift shotgun shells OR medkit equipment. So you're given the choice between ammo and HP in a crafting system.

          For another, cotton swabs are just more prolific than shotgun shells. So as you rummage through debris - be it a collapsed office building or an old ranch house - the cotton swab is a "common" find while real ammo is something you need to kill or trade for or get particularly lucky to find.

          Yes I realize I’m being pedantic.

          Half the fun of online discourse