Less inventory => less items to manage => less micromanagement
Vice versa. No, really, are you fucking dumbfuck. The less inventory space you have, the more micro-management is there to be done. Fire up JA2 ffs.
How much micro management of inventory did you make in Gothic games? None.
"None" is the amount of micromanagement you have to do if you have no inventory.
Otherwise you pick items either because they are useful to you, might potentially be useful, or have monetary value.
The more space you have, the more items, even of low utility and value, you will scoop up, the more you will have to shuffle around, haul around, pawn off, etc.
If you only have room for what you wear, main weapon, spare/situational weapon and lightweight misc stuff you will only pick up better/more useful gear, plot items (like notes), misc stuff you need for what you have in mind (like alchemy ingredients you actually need), and high value lightweight stuff like gems, jewelry, rare ingredients, etc.
If you have a room for fucking everything, you pick up fucking everything - rusty swords, filth-encrusted fur "armor", soiled loincloths, etc. and make a massive garbage dump out of your inventory.
Tested the difference in the exact same game differing only by the mods used. You won't top that.
Having limited inventory also adds disposability to the list of potential advantages of an item. Using an item you can easily replace instead of a superior variant you'd have to hold onto like your dear life allows you to just dump it and make room for more valuable loot (and that should be the main point of crafting, actually - the advantage of being able to decouple yourself from the gear you carry.
More meaningfully distinct gameplay strategies => better RPG.
DraQ, you're intelligent person most of the time, but you have a talent to be total dumbshit at times.
Well, you have been becoming increasingly dumbshit lately yourself which is a bit of a letdown.
Also, thanks.
To use them effectively under inventory restrictions i'd have to constantly fast travel
Stop right there criminal scum.
Limited inventory only makes sense if it limits the shit you want to pick up. Fast travelling back and forth is a bit of gamebreaker here.
Either have no fast travel, add upkeep costs over time, clean the locations up as the player leaves them or some combination of thereof.
Having merchants not accept stuff below some cutoff value also helps and is reasonable (if you were a merchant what would you expect to do with five dozen shit encrusted fur skirts?).
And i haven't even tried hardcore mode + skilling survivalist branch. Think there would be even more problems then.
So you're basically talking out of your ass then?
I dunno. I like challenge that is directly posed via ACTION in any sort of game. Gothic games, for example, were very challenging for a first time player at least. Challenge that comes from ability to overcome trite routine is another thing. Challenge for accountants.
Then stick to fucking action games - why do you even play RPGs? In RPGs action is but one facet of the challenge - there is also logistics, planning, paying attention to the details (ideally playing dumb should get you fucked) and so on.
More, in RPGs action is usually the weakest facet (sadly).