I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • Scrubbles
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    211 months ago

    Right but it’s a story, it doesn’t all have to be rootin tootin cowboy shooting, the storytelling is a major part of it. It helps the player really feel like theyre expercing Arthur. I get what you’re saying, but they definitely purposefully chose these devices from a storytelling perspective.

    • bermuda
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      211 months ago

      Yes and I’m saying the made a bad decision, no matter how purposeful it is. I find your reasoning to be really flawed here. Just because they chose to tell the story that way doesn’t mean I can’t complain about it.

      • @abigscaryhobo
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        111 months ago

        For a bit of a different take, I think that method (slow walking, paced moving) is exactly perfect for RDR2 because the whole point was that you were meant to be Arthur and live his story. If you wound up on this random island and started sprinting and hopping around everywhere it wouldn’t make any sense for his character. He’s in a new place, confused, and at least a little scared, he is gonna move slowly and take everything in while he gets his bearings. And while yes it could be put into a cutscene, then you’re completely disconnecting yourself from the immersion. RDR2 is meant to be a methodical story, with pacing to match. Youre not a super hero and you’re not a savior, you’re just a guy named Arthur Morgan. If you’re playing that game in the mentality of “c’mon hurry up go go go” you’re fighting against the design and style of the game itself.