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HOW TO ENCOURAGE PLAYERS TO USE THEIR ITEMS

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Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
How could I avoid inflicting the player with "i might need it later" syndrome?
How can we encourage the use of items so that people don't get the feeling that they might need those items later on, therefore never using them?

I was thinking of this the other day while thinking how fun it would be to "hide" cutscene triggers inside clones of useful items. For example, if my inventory system slots potions by 1 unit per item slot instead of stacking, one of those "potions" could actually be a trigger event that starts the sidequest "the spoiled potion".

The player will most likely have more chances of using that fake potion since potions are, well, crucial healing items. However what about elixirs? That one cureall that players always save for when they need it but end up finishing the game having like 10 of those. I'd assume the chances of them using it will have a much lower success margin.

So back to the question, how do I encourage players to use their items? How do you do it?

In my current project, I'm experimenting with having no healing spells at all, or having limited access to them. I couldn't tell you how well this will work in practice, lol.

But I think ultimately, getting people to use their items usually involves limiting their other avenues of healing and the other benefits that items can potentially provide. Many RPGs end up with inventory bloat syndrome because they provide alternatives that render items a moot point.
Inventory limits. They are annoying as fuck but when you can't pick up an item because you're at your limit you learn to use them up.
There's actually a video by a channel called Design Doc on YouTube that talks about item hoarding and how to discourage it. Check it out. Definitely a good resource.

https://youtu.be/HT-Z03YVBPI

As for me, I've found that inventory hoarding can be mitigated if the items are fairly easy to re-obtain. The harder it is to replace a valuable item, the less likely a player is to use it. If a player can craft that item from resources in their inventory or things they can find in the field at any time, they won't be as stingy with them.
The short answer is you don't, player behavior is super fickle and you're always going to get that one pack rat that will have 99 potions on the final boss and complain if you make them absolutely necessary. If you limit it to 9 or limit it then they'll also complain about not being able to pick up everything that isn't nailed to the floor. There are some things you can do to alleviate it however.

But really if they're not using items, maybe it's because they don't need to. If your game is actually difficult enough to create difficult scenarios, they'll probably be desperate enough to resort to using items after running out of MP. Then the mechanic is actually justifying itself.

I think it's worth taking a step back and thinking about what an item is. Typically they act as restorative magic with a very quantative cost, you know exactly how many times you can use that item, it takes up one turn like any other action, but just about every party member can use it regardless of their role. Vaguely you know you can always buy more or get them from chests later on. If you have a heal caster in yout party they also have restoratives with a relatively same cost that's usually backed up by MP restoratives (or an inn). Offensive items like Fire Bombs are seldom used because damage is just available from eveything, the player has to be cornered to which the fire bomb is the ONLY way out. Psychologically I think people feel like they can always restore MP but using up potions feel like a one and done due to gold/shops being an even vaguer resource pool, but more tertiary than the vague MP one.

Do you ever even feel engaged after you bought your equipment and are deciding what restorative items to get? Like eh maybe 2 revives, 10 potions? Rarely there's an imediate need to go "Oh my god I have to weigh whether or not to stock up on antidotes or awakes" because the player generally doesn't know what they're in for next, or the items just aren't that demanding enough and are merely a just in case. Death Stranding is not an RPG but a lot of it is about preperation, it literally tells you what you're going to encounter with terrain icons on the quests/map (cliffs? snow? bandits? rivers?). I think taking that philosphy and letting the player know what to prepare for can go a long way, it's non existant in RPGs, a genre in which you typically have all the time in the world to think about your actions and yet little to no information to go off of.

Another thing is items should just act differently from one use spells fundamentally. I never tried this out, but an idea I had was that every party member has their own inventory ala Dragon Quest. HOWEVER, every character also has passive skills like "auto potion", traits so common that every party member usually comes with it. So items just get used automatically (on themselves) without taking up a turn when the characters at low health or some gambit-like system to assist it. So items are just resources that generally get drained every battle you go through (depending how much damage you sustain), rather than options that take up turns. They're also limited to mostly self heals unless its a multi-target. The bonus is that the player also now has to decide who's lacking in certain items and maybe the passive traits can steer them a bit (only one character can auto use antidotes but maybe everyone else can eventually). In tough boss battles maybe the items won't quite be enough to get you out of one hit KO range but when assisted by manual healing and balanced correctly I think the player would respond well to it.

Really a lot of classic RPG game loops are just: how far can you go without running out of resources before the next save point/boss. If a game mechanic isn't contributing to that at all, then change or get rid of it.
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
I generally just limit players to a maximum of 3 or 5 of each specific consumable item. Nobody's going to hold onto their items if they know they'll get a refill later that will be wasted if they haven't used them up.

In Born Under the Rain I went a step further and put a treasure chest with a full refill of healing items right before the boss of each dungeon, and refilled the player's items again for free after defeating each boss. That worked pretty well. I only did this for the basic healing items - "splash potions" were a rare AOE healing item that didn't get refilled, and players could actually save up for the final boss if they wanted to. There were only a few splash potions in the whole game though.

I don't mind players saving stuff up for emergencies occasionally. Nothing wrong with that. I just didn't want them to end the game with hundreds of unused resources because they were somehow "tricked" into avoiding an entire aspect of the battle system by thinking they would be punished later for doing so.
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