Je développe actuellement un simple MMORPG en 2D. Mon objectif actuel est le système d'inventaire.
Je me demande actuellement si je devrais imposer une limite à ce qu'un personnage de joueur peut porter. Soit sous la forme d'un poids maximal, d'un nombre limité d'emplacements d'inventaire ou d'une combinaison des deux. Presque tous les MMORPG que j'ai jamais joués ont limité l'espace d'inventaire. Mais la plausibilité mise à part, est-ce vraiment nécessaire du point de vue du gameplay? Peut-être que cela améliorerait l’expérience de jeu en laissant les joueurs emporter autant de choses qu’ils veulent.
tl; dr: Quelle est la logique de développement du jeu derrière la limitation de la capacité de charge des personnages?
Edit: Merci pour toutes les réponses jusqu'à présent. Ils ont tous été très perspicaces. Après votre contribution, j'ai décidé de faire un inventaire limité pour empêcher les gens de transporter trop d'objets de guérison et d'équipement spécialisé dans les donjons. Pour éviter le problème de surcharge de butin et de devoir retourner en ville tout le temps, je compte donner aux joueurs la possibilité d'envoyer des objets de leur inventaire directement à leur stockage (mais pas la possibilité de les récupérer sur le terrain). J'ai accepté la réponse de Kylotan pour le moment, mais ne laissez pas cela vous décourager de poster des réponses supplémentaires, lorsque vous estimez qu'un aspect intéressant n'était pas encore couvert.
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Réponses:
Une grande partie de la conception de jeux concerne la gestion des ressources, car la meilleure utilisation des ressources limitées est un choix intéressant que les jeux peuvent facilement implémenter. Limiter l'inventaire oblige les joueurs à réfléchir à la valeur de chaque objet et à décider s'il souhaite accumuler ou vendre leur butin et quels objets ils doivent affronter.
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Limiter les stocks peut avoir un sens.
N'a pas de sens:
Logique:
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Limiting the inventory serves two reasons:
Immersion
It doesn't make sense to carry every item you can pick up. Limiting your inventory prevents breaking the player's immersion in the game world. This is why most modern shooters have a limited amount of weapon slots.
Challenge
It forces the player to make choices about what equipment to pick up, and what to leave behind, as well as preventing the hoarding of items which would make the game too easy. This is the most common reason for games to limit the inventory.
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I think an important point has not been covered here. If you let people have unlimited inventory space, they will soon enough (depending on your itemization model) have filled their inventory with a crazy amount of items.
Unless you've designed the most amazing inventory management system ever with search and filter capabilities matching those of Gmail and beyond, you will have players give up your game out of frustration ("Where did I put my Great Axe of Beheading again? Page 58?")
If you want the player to have unlimited space, force her to organize her items by (for example) letting her create labelled chests where she can "archive" items of interest, keeping them away from her inventory.
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Realism would surely be one rationale. One thing that bugs me in games like Oblivion is that there's a threshold for weight - if you're over it, you just can't move at all. I mean, how plausible is it that you can run and jump at full speed while carrying 187kg of armour and weapons and random potions without any apparent means of them even being attached to your body, and then you pick up a flower that weights 0.1kg, and suddenly you can't move? It's a real jarring point that brings home that you're playing flawed game, and kicks you right out of your escapism trip.
Far more sensible would be to have weight affect speed - once you start carrying a lot, you start to slow down, eventually slow to a crawl. This would still have all the advantages mentioned in other answers - challenge, for instance, but would be far more realistic, and immersive.
Daggerfall also had a system where you could buy a cart, which you could drive around, and fill with crap. You couldn't take it into dungeons and shops, but you could raid a dungeon, and come back and unload into your cart a few times before heading to the shops to sell your loot. That was a very cool system, and it'd be nice to see it in other games.
You could also have a "bulk" system, where after you start carrying too much volume, it starts to affect your agility, so you have to do actions slower. Might get a bit complex though.
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Skyward Sword had one of my favorite inventory management systems. You had limited "pouches" for ancillary items, and you had to store the ones you didn't need in the item check. You could buy more pouches for items increasing the amount you could carry with you. And you could also buy/find duplicates of items (mainly the ammunition bags and medals) allowing you to play how you want.
The good part is that while you had limited space for items, the main weapons you had enough space for, so you had everything you needed, but you could tailor your inventory to suit your preference. At one point I filled my pouches with just upgraded quivers so I could snipe to my hearts content.
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In Lineage (2 at least) the weight limit seemed pretty much like a requirement as if you could stack an infinite number of potions and soulshots/spiritshots, you'd never need to return to town and could grind in a dungeon forever and ever... ^^
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Inventory limit makes sense for every item type which isn't used as a trivially stackable currency.
This isn't so much about being realistic, or cost associated with inventory, but all about conditioning the player to keep the inventory tidy enough that they don't carry "dead weight" around with them.
The user is only able to recall a limited number of items from his inventory, everything beyond that is cluttering the UI. The more you allow the inventory to clutter, the more tedious it becomes too the user to actually weed out.
You don't only hit this phenomenon with unlimited inventories, but even already of the inventory is just slightly to big.
20 slots or so are what the user can actively recall. Most games are going way beyond that, and as a result you see bandaids such as "favorites" or "trash filters" introduced which aim to assist the user in discarding their excessive inventory.
But even then you usually end up with too many "favorites", so some games are starting to split of "collectibles" like "rare skins" into separate collections instead, in order to encourage the user to part even with their "favorites".
Usually, item management in a game with a severely limited inventory - hardly more slots than you could utilize in a quick bar - is less tedious than one with unlimited or excessive inventory.
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