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INVENTORY HOARDING

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I always hoard items because... I want to try and beat the game without using any items as a challenge to myself. Then later on try with items on it. Hahah...

You know, that reminds me when I did something like that. I remember doing a No Items challenge (well, a ridiculous version of it...Single Character, Initial Equipment, No Items, No Accessories, No Escape) for FFVII. My god that was actually really difficult (even with no items normally it'd be really difficult). Then I tried it with Items (replaced No Items with No Materia) and well...that actually went really smoothly for the most part. It was ridiculous just how good some of the items actually are. It just sucks that 90% of the time either you don't know the item exists, or when you CAN get it (or do, depending on if you know about it), by the time you do so, you'll never use it anyways.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The no-magic-no-items-initial-equipment-no-accessories-no-limit-breaks-no-level-ups-fox-only-final-destination challenges for FF7 are right in line with something I mentioned earlier: removing strategy from the game. While it's true you don't need the strategies that these resources provide, and there's definitely a challenge in finding a way to win, you're removing so much gameplay. So many tactics, so many strategies, so many effects that build on each-other to give the battles more substance. Gameplay that was originally in the game disappears. To me this is a really negative effect! Massive amounts of your game are being ignored, deleted by the player. Yes, the player is choosing to do it on their own, because they find it more fun... but they're doing so because the game that the designer provided them wasn't fun enough the way it was designed. They had to make a choice between having access to all the tactics and having a reason to need any tactics, because the game didn't give them both at once.

But you don't need people inventing crazy challenge modes to cause this effect of ignoring huge parts of your gameplay and losing access to tons of tactics. All you need is people not using the stuff you put in the game, for any reason. Thus: this topic. I guess.
Most of FFVII was just hold the circle button on attack for the most part anyways. There really wasn't any tactics or strategies for the most part in THAT game (can't say that about other games like X, XII, or III). In a way, even though I HATE the game (even though I reference it and use stuff from it in mine), FFXII kinda did it right I think with items...ok, maybe not. It wasn't particularly hard to get MP back if you knew how. But until you KNEW how, items were really important in that game.


But I do understand where you're coming from. Though most of the tactics/strategies tend to fall to "Use Blitz/Tools/Magic for the entirety of the game" (just an example, but VI pretty much fell into that). I'd say V holds the best for that category (XII kinda does too in a way).
IDK LockeZ, those are just player-specific challenges. Kinda like in FFT with RAMZA only mode, Only the important characters in the entire game, no penalty (as in nobody dies), the age challenge (if that's even completeable!) and all those things. It's not like the developers are pushing this, it's the players that's doing it to themselves!
author=LockeZ
The no-magic-no-items-initial-equipment-no-accessories-no-limit-breaks-no-level-ups-fox-only-final-destination challenges for FF7 are right in line with something I mentioned earlier: removing strategy from the game. While it's true you don't need the strategies that these resources provide, and there's definitely a challenge in finding a way to win, you're removing so much gameplay. So many tactics, so many strategies, so many effects that build on each-other to give the battles more substance. Gameplay that was originally in the game disappears. To me this is a really negative effect! Massive amounts of your game are being ignored, deleted by the player. Yes, the player is choosing to do it on their own, because they find it more fun... but they're doing so because the game that the designer provided them wasn't fun enough the way it was designed. They had to make a choice between having access to all the tactics and having a reason to need any tactics, because the game didn't give them both at once.

But you don't need people inventing crazy challenge modes to cause this effect of ignoring huge parts of your gameplay and losing access to tons of tactics. All you need is people not using the stuff you put in the game, for any reason. Thus: this topic. I guess.

I agree with the second part, but I believe the challenge-seekers play like that on their 5th+ playthrough, when they already went through everything the game has to offer they now know it so well it would be more boring to play it in the same way again as intended by the developers. They are trying to find a way to "game" the game, surpassing how the developers usually foresaw how the players would play the game... while the ones who ignore features do it on their first playthrough and every subsequent ones on every game that they play.
For the most part, what Avee said (I tried this around my 100th+ playthrough of FFVII. Yes, I played that game way too much but I didn't have much to play with as a kid...aside other FFs...).

And again, to bring up what I said earlier in this topic, half the time either the items are ridiculously hard to find, or when they ARE found, nobody will use them because either A) They won't want to or B) Attack/Magic is better. That challenge brought to light just how useful items really CAN be...but again, FFVII is so easy that you don't even NEED items to beat it (really, you don't even need 90% of what the game gives you. I don't even really BUY much equipment. The materia I DO buy, are just for collection most of the time since I normally only use Cure/Enemy Skill for most of the game).
I keep my rare consumables and rarely use them. In many big production RPGs like Final Fantasy, there are a limited amount of certain consumables in the entire game, and once they are used, they are gone for good. I don't even touch them unless I really need it or save them for the boss of the game or a secret boss.

I remember reading about the risks of having limited rare consumables. Without a way to reproduce the item, players will be discouraged to use the items in critical situations. Maybe it is a design choice that is not friendly, but I think that risk is pretty fun. When I am in danger, I have a hard choice to make. Should I use my limited trump cards or find another way to win?

Some RPGs allow you to reproduce rare consumables:
-rare shops (Kerokero Cola from Super Mario RPG)
-creating them (Rare items from the Atelier series)
-rare drops (runes from Diablo 2 expansion)
-random chests (Dragon Quest 9's randomized dungeons with random chests)
-spawn points (Dragon Quest 2's World Tree that spawns 1 world leaf at a time)

Sometimes the spawn point for rare consumables will dry up and you can't get the item anymore. The "Whaka Bump" from Paper Mario can only be harvested 8 times before the source is gone forever.

This topic is great. It's another aspect of game design to think about in video games. God, I love video games.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Archeia_Nessiah
IDK LockeZ, those are just player-specific challenges. It's not like the developers are pushing this, it's the players that's doing it to themselves!


Yeah, I know. But I feel like the reason the players make those challenges is because the game has a lot of depth but no reason to ever explore that depth.

Maybe it comes down to challenge? If you can get past a challenge with a simple strategy, you won't use a complex one. If you can get past a challenge with renewable resources, you won't use consumable ones. There's way more to the equation than just challenge though. Fire Emblem is hella challenging but I still hoard like a mofo and win every battle with nothing but iron lances and heal rods. In a way the difficulty makes it worse because the likelihood that I will need the item later is way higher. So I take a game over and restart the battle instead of using up one of my ten charges of long-distance healing.
author=Avee
I believe the challenge-seekers play like that on their 5th+ playthrough, when they already went through everything the game has to offer they now know it so well it would be more boring to play it in the same way again as intended by the developers. They are trying to find a way to "game" the game, surpassing how the developers usually foresaw how the players would play the game... while the ones who ignore features do it on their first playthrough and every subsequent ones on every game that they play.

This. I did my FFT/FF7 challenge after my 3rd playthrough ONLY because I want to see what will happen. Will I still survive this I wonder? That's because I'm HOOKED to the game. Not because it was bad. It's just me being a challenging player.

It's about a player's playstyle really. I remember there's a better explanation for this from a friend of mine. It's just not WINNING it but HOW you win it. And if the player likes the game enough, they would do crazy challenges, just because they can. There's no need to think of that as a negative thing IMHO since they're doing different things for your game and replaying it over and over.

I do the same thing with school, I don't want to pick a generic topic for my projects, I take an obscure one and make people aware of it and get surprised, etc. I want to be challenged, that's why I do the same thing to the RPGs I love.

I'm the type of person that thinks players have the right to discover shit about your game and exceed your expectations, this in no way makes that game bad.

TLDR;
A player would impose challenges on themselves if they really like the game

Yeah, I know. But I feel like the reason the players make those challenges is because the game has a lot of depth but no reason to ever explore that depth.

no...just no. It's up to the player whether they want to explore the depth or not. And besides a game that forces you to explore their depth that sucks and limits your audience since some will find it too hard, some will find it tedious, some might feel like it's work blah blah blah.
author=Archeia_Nessiah
no...just no. It's up to the player whether they want to explore the depth or not. And besides a game that forces you to explore their depth that sucks and limits your audience since some will find it too hard, some will find it tedious, some might feel like it's work blah blah blah.

There's a difference between making something mandatory and making it meaningful. Let's take a defensive spell as an example. You may make it so that casting the defensive spell isn't necessary in order to survive, but spending one turn casting it will in average mean the player has to spend two less turns healing. Now the defensive spell isn't mandatory, but it's still meaningful to use it since you cut down the number of actions needed to finish the battle with one, the result being it's faster. Even if the player would have done one of the heals after the battle, he'd still save himself from having to open the menu outside the battle that time.

However, sometimes defensive spells just aren't meaningful at all. If sticking to offense and healing is faster and safer than than using defensive buffs or status effects, there really much of a meaning for the latter two to even exist. Were in that situation the player only uses offense and healing, it's very much the creator's fault and not that of the player.
The Depth we're talking about seems different from each other though. I'm thinking more along the lines of FFT/SMT games where challenge and combinations are fun than the one you're saying.
OK, but even so, I still think the creator has a lot of responsibility to make the various options meaningful. If the player then decides to make some options even more meaningful by taking on certain challenges, that's fine. However, that should not be a requirement.
Of course it's a developer's role to make sure that they explain the mechanics by either spoon feeding (bleh) you, or letting you discover.

But LockeZ was saying about depth losing because of self-imposed challenges, when it's not. That's the one I was mostly retorting to.
author=Byah
I think the actual problem is lack of difficulty


Let me correct myself here: It's one of the problems. Like others have said, making items obselete through spells is another potential problem.

author=Liberty
And yet, when a game is hard, people complain instead of using the many, many items they are given. >.<;


I dunno, this doesn't seem like a very valid complaint. :X But it might not be a bad idea to teach the player that it's OK to use those items. Though I think hard battles should do the trick. Having a low item limit would be another idea (as LockeZ already said).

@Jude: I was thinking of doing something similar, but making them equipable instead. Aside from having a cooldown, you could use them as often as you'd like.
Later potions could have better healing, lower cooldowns, increased priority, etc.
I'm not a fan of items in general. I feel like the cleric/paladin/healer/etc's curative skills are useless if anyone can pull out a hi-potion and recover 2000 HP. Not to mention people tend to hold onto their items for dear life even when death is staring them in the face.

So I made it my personal philosophy to not even have items. No potions, no ethers, no phoenix downs, not even an item command. Rather than trying to fix the issue of how to balance the use of items and make players actually use them, I'll just focus on making the player put full use to the other parts of the battle system. Fight smart and make use of the given battle mechanics to their full potential instead of fumbling around and then pulling out a full recovery after(Or not even not).

Utterly unforgiving, probably, but it's one way to take care of the problem. Even if it amounts to 'throwing out the baby with the bathwater'.
Oh it is, Byah, it is. I've had people complain about battles being too hard and yet, if items are used, they should be passable - still a challenge, but one you can live through. I'm generous in item giving because I know people like to 'keep' some just in case and I don't like forcing the player to dire straits just because they're not given enough items.

My theory is if they have more of an item, they're more likely to use it because they won't miss it too much if it's one of many as opposed to one of few. The fewer the items, the more desperately you tend to hold off on using them.

However, that doesn't seem to be the case. :(
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Liberty
My theory is if they have more of an item, they're more likely to use it because they won't miss it too much if it's one of many as opposed to one of few. The fewer the items, the more desperately you tend to hold off on using them.

However, that doesn't seem to be the case. :(


I think it's definitely the case as far as giving out items frequently. I don't think it's the case as far as letting them hold lots of items.

author=Skie Fortress
So I made it my personal philosophy to not even have items. No potions, no ethers, no phoenix downs, not even an item command. Rather than trying to fix the issue of how to balance the use of items and make players actually use them, I'll just focus on making the player put full use to the other parts of the battle system. Fight smart and make use of the given battle mechanics to their full potential instead of fumbling around and then pulling out a full recovery after(Or not even not).

Utterly unforgiving, probably, but it's one way to take care of the problem. Even if it amounts to 'throwing out the baby with the bathwater'.


Well, this'll make the game more challenging, for sure. One of the most obvious measures of how challenging a game is is how many errors the player can make and still win. Strong healing items, in most games, allow the player to make up for errors. Each item allows you to cancel out one error, essentially. You can think of phoenix downs as extra lives. It's part of why I think 99 items is just way too many.

Of course, on the other hand, weak healing items don't serve this purpose - if they heal less damage than you take in a round, they exist only to heal between battles. So probably carting around dozens of those is fine. They help create the attrition challenge present in dungeons. You want to be able to carry however many it takes to get you through a dungeon. (Which is probably closer to 25 than 99 in most games)
author=Archeia_Nessiah
Of course it's a developer's role to make sure that they explain the mechanics by either spoon feeding (bleh) you, or letting you discover.

I said nothing about explaining, just making the options meaningful.

author=Liberty
Oh it is, Byah, it is. I've had people complain about battles being too hard and yet, if items are used, they should be passable - still a challenge, but one you can live through. I'm generous in item giving because I know people like to 'keep' some just in case and I don't like forcing the player to dire straits just because they're not given enough items.

I would recommend posting the tactics needed to defeat the boss. Sure, it may spoil that particular fight, but it does give you credit while discrediting all those who complains the fight is to hard. That is, assuming the tactic actually works.

When a battle seems to hard, it could be so that I'm not playing the game well enough. However, it could also be so that I simple need to be at a higher level or that I have to hope the RNG god likes me. There's no guarantee whatsoever that playing better has much of an effect. So, I could try to figure out a better tactic and hope that it doesn't turn out to be a complete waste of time because such a tactic is nonexistent, or I could play something else.

Basically, the abundant failing of others means that I won't trust you by default. If you want to make battles challenging, you have to somehow convince me that they can be overcome by playing better and aren't just bullshit.
author=LockeZ
Well, this'll make the game more challenging, for sure. One of the most obvious measures of how challenging a game is is how many errors the player can make and still win. Strong healing items, in most games, allow the player to make up for errors. Each item allows you to cancel out one error, essentially. You can think of phoenix downs as extra lives. It's part of why I think 99 items is just way too many.

Of course, on the other hand, weak healing items don't serve this purpose - if they heal less damage than you take in a round, they exist only to heal between battles. So probably carting around dozens of those is fine. They help create the attrition challenge present in dungeons. You want to be able to carry however many it takes to get you through a dungeon. (Which is probably closer to 25 than 99 in most games)


This is true. But I wouldn't even allow consumable items on the field. Instead, I'll just heal the party to full after each battle. In this way, each battle is a challenge to the player to use the mechanics in the best way they can to win. Especially since they can't just pull out a hi potion whenever they want.

Essentially this means that the margin for error is much narrower than it would be in a traditional RPG. But I think I'd prefer it that way. On the other hand, this also pushes the creator to craft a challenge in a way that is not completely artificial or otherwise unfair. But I certainly don't mind. Challenge seems to take a backseat in most games these days. Couldn't hurt to try and apply such a thing back.
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