Starfield and Baldur’s Gate 3 both weigh the player down with encumbrance. Love it or hate it, it seems like it’s here to stay.
The only game I’ve played where encumbrance is interesting is Death Stranding. In everything else it’s just a nuisance.
Playing a barbarian with bear aspect: “What encumbrance?”
I facepalmed after realizing I’ve been lugging around that stupid
spoiler
hidden Harper’s Chest w/ the high lockpick DC
for the entire second act with it taking up inventory space.
I got sick of the constant quick travel back to merchants in BG3 and decided to just install the mod that multiplies my encumbrance by 9000x. the item management in that game is a giant pain and the gold economy plus encumbrance is an artificial barrier to getting them from merchants that simply adds playtime for no actual benefit.
Realistically speaking, if you want a useful encumbrance system, you should be thinking: what is the goal of an encumbrance system in the context of this game?
In BG3, it serves a few purposes:
- physical consequences. reduced movement speed, damage from jumping, etc are all part of D&D rules, which is useful when you’re in a kind of situation where, say, you need to get a giant boulder across a huge gap and put it on top of a button that opens the gate while in combat. but outside the context of combat, doing this is meaningless, as the player can simply overcome this problem with time, which is annoying more than fun.
- limit access to the number of options a character has when confronting an encounter. it’s not feasible to carry 99 potions of greater healing on you, and encumbrance is a general strategy that prevents this from being as effective. at the end of the day it does not solve this problem
- express limitations on what a character can do with their environment. encumbrance affects how much else you can carry, such as throwing a big rock at an enemy to do a lot of damage. this is irrelevant in the context of inventory vs. how much you can affect your environment; it can easily exist independently of an encumbrance system.
I don’t like encumbrance in games in general. It makes games more fiddly, and forces the player to engage the system with no real addition to the fun of it. Limited inventory slots are similarly frustrating in games to the scale of Baldur’s Gate. BG2 solved both of these problems by giving the player a billion bags of holding, which also had the added benefit of making inventory organization easier in a system that was largely left the same from its predecessor since it probably was built on the same codebase. BG3 had no such codebase restriction, and its type sort system sucks (the search bar is a lifesaver). Encumbrance very much feels like a “This is how it works RAW in 5e, so we’re going to do it this way” decision, which is funny because in plenty of other situations the devs decided to stray away from RAW to make the game a lot more approachable.
I don’t know if the goal of encumbrance is to prevent players from taking everything as much as possible or not - but if it is, it utterly fails at that goal
I finished my first run the other day and had no inventory issues. I did stop picking up every single thing not bolted down about halfway through the game and still ended with a surplus of 25k gold. You can select multiple items and send to camp/stronger party member or add to wares for quick sell. I was a low STR sorceror so just sorted by weight and sent it all over to lae’zel whenever I was carrying too much. Didn’t really go out of my way to go to merchants
BG3 does give the ability to send stuff from lootable locations directly to camp, which solves half the problem. If I could sell stuff directly from camp the other side would be solved.
There is a valid argument of part of thee reasoning being determining what is really important to you prevents you from picking up literally everything and breaking the economy. But Starfields economy already seems pretty broken in my favor. I significantly upgraded my ship on both my first and second visits to New Atlantis. So I’m having a hard time feeling overwhelmed by the encumbrance.
An inventory management button that would automatically distribute wares to the character with the least carried stuff would already hope a lot - especially if we would be able to save that every cup, fork, etc would automatically be marked as wares and if there was a way to mark multiple things as wares at the same time (and if " sell all wares" would sell everything from all inventories present and not just for the talking character)
Selling wares remotely that are in camp and having an option to automatically send everything marked as wares to camp would also help a lot
I feel as if BG3 could do a lot more with the “wares” marker to make the weight limit less annoying
Moving cups and plates from one char to another just isn’t fun
It’s not “here to stay” it’s a feature that is used or not used depending on the level of realness wanted. Some are fine with hand waving away encumbrance, some are not.
If you’re playing a walking simulator, it is kinda part of the immersion.
If you’re running around killing every Greek god under the Sun, but suddenly you pick up your 7th weapon that’s just chains with something at the end of it, and BOOM you can’t move anymore cuz your too heavy, then it’s getting in the way. Instead of implementing encumbrance they just, limit you to 6 weapons and tada, they could explain it as “it’s too much weight” but they won’t give you the option for it to happen as slowing you down would kill the pace and feel of the game.
Baldurs gate is a DND based CRPG and Starfield is a loadscreenwalking simulator. Of course they have encumbrance.
Baldurs gate is a DND based CRPG
Although DND games usually handwaive encumbrance with bags of holding.
Fair, depends on the game. CRPG’s will tend to have it in. I mean for example WotR and Kingmaker you can get a bag of holding if you buy it or put stuff into strength on characters or etc in order to not have to worry about it much but it’s still there, and not spending the money on it or building any characters with strength means you will be limited.
And you’ve got KOTOR and Pillars of Eternity and others that are clearly D&D derivatives, but solve the problem handily with a “stash” whose contents are never accessible in combat.
I have never understood the fascination with inventory management. I just want to find stuff, and use that stuff later on. If I wanted something as boring as my actual job, I’d just do my actual job and get paid for it instead of buying a game.
Just because you don’t like inventory management doesn’t mean others don’t.
as boring as my actual job
Again, subjective, considering the popularity of job simulator games, like truck sim.
In BG3 it is a balance mechanic. Heavy objects tend to be completely OP and are used to cheese combat. encumberance limits this and even allows building your character specifically for this playstyle.
In Bethesda games encumberance is in part there to protect players from themselves. If every object can be picked up (and that is a design principle in those games) and every object has a Value, then the optimal strategy is always to grab every single object you can find and then sell everything at once. If that does not sound like fun to you that is because it is not, but still i know multiple people who play those games this way even with encumberance in place. Players will always find a way to ruin their own fun, the only hing you can do is to put systems in place that disincentivise these behaviors.
A “stash” that is only accessible outside combat mostly preserves that balance, IMO.
Most games come up with a range of ways to get around the problem, even when they do have a strictly limited inventory with encumbrance:
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Zero weight quest items
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Ability to run or fast travel while encumbered (FO4 selectable perk)
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A pet or NPC capable of carrying your less valuable stuff back to the vendor for sale (Torchlight had this, did Diablo? I haven’t played in decades.)
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Pack animals/robots
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Portable vendors (Skyrim had a demon vendor you could summon once a day)
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Bags of holding (or similar)
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Warp chests (many chests with same contents/inventory around map)
etc. ad infinitum. The fact that most games implement a variety of ways to deal with absence of an infinite inventory is kind of a tipoff that it’s more of a burden than a desirable aspect of gameplay. Most of these games are holding up a carrot (or several) to get you to pursue certain achievements just to reduce the monotony of inventory management.
In previous Bethesda games I eventually just started doing calculations in my head constantly about whether the stuff I was grabbing was worth the weight involved. I’m still not quite at that point for Starfield, but I’ll get there.
A UI fix to do that for you was modded in almost instantly, I’ll be installing that one tonight I think. The vanilla game is much better than I expected but I’m finding it too easy if I cheat in infinite personal storage, and too much of a cognitive burden to constantly weigh every loot item in my mind.