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![It's easy to live life when 'at least they're not Obsidian' is your only criteria for approval Pathfinder: Wrath](/forums/smiles/campaign_tags/Campaign_Wrath.png)
A game economy that revolves around getting and selling lot of loots from enemies.
A lot of inventory tetris/limitation problem stems from the fact that players need to loot nearly all thing of value as part of the game economy. Some try to limit it through inventory tetris. Some through weight. Some through both.
Then we have economy problem that stems from it too. Should you balance the game price/economy based on the player being a looting hobo? Or shouldn't you, considering the limitation of inventory applied to your game?
Instead of doing it like that, why not make gold as part of quest progression? It ensures you have control over the game economies. You can just implement a simpler inventory system considering the player will only be bringing their important items, not as stash for loots that will be sold for gold.
I do understand that for some games, like open world simulation RPG, this won't work. But for "quest focused" RPG?
A lot of inventory tetris/limitation problem stems from the fact that players need to loot nearly all thing of value as part of the game economy. Some try to limit it through inventory tetris. Some through weight. Some through both.
Then we have economy problem that stems from it too. Should you balance the game price/economy based on the player being a looting hobo? Or shouldn't you, considering the limitation of inventory applied to your game?
Instead of doing it like that, why not make gold as part of quest progression? It ensures you have control over the game economies. You can just implement a simpler inventory system considering the player will only be bringing their important items, not as stash for loots that will be sold for gold.
I do understand that for some games, like open world simulation RPG, this won't work. But for "quest focused" RPG?