As many RPG enthusiasts can attest, the thrill of loot collection is an irresistible draw. The allure of gathering items, each marked with a tantalizing number, often leads players to hoard an astonishing amount of treasure, only to return to the nearest settlement to exchange their spoils for coin. A particularly memorable instance of this obsession occurred during my time with Kingdom Come: Deliverance, where I meticulously scavenged an entire battlefield, making slow, laborious trips back to town to purchase the most extravagant armor and weapons available.
Reevaluating Carry Capacity
While I have no regrets about acquiring the game’s most powerful sword—an item that has, on more than one occasion, ended friendly duels in a single strike, much to my embarrassment—I find myself pondering the implications of RPG loot mechanics and carry capacity. The repetitive cycle of hauling vast quantities of treasure raises a question: is this endless accumulation truly meaningful?
In my view, the traditional approach to carry capacity in most RPGs lacks imagination. Having recently played Death Stranding 2, I was struck by how the game transforms the concept of carrying items into a more engaging experience. Instead of simply being told, “You’ve reached your limit,” players are encouraged to think creatively about how they transport their gear. This mechanic not only fosters interaction with NPCs and the world but also adds depth to the gameplay.
In Death Stranding 2, the ability to customize how you carry items—whether strapping packages to your arms or utilizing a floating trolley—personalizes the experience. This level of detail allows players to reflect their unique playstyle, choosing what to prioritize for quick access. While some may argue that such complexity is unnecessary for RPGs, I believe there exists a middle ground that could enhance the genre.
Consider the armor system in Kingdom Come: Deliverance 2, which incorporates various rules regarding what layers can be worn and the social implications of one’s attire. This level of detail transforms even the mundane aspects of gear into a satisfying simulation. The act of preparing for an adventure—taking a bath and donning armor layer by layer—becomes an immersive experience.
Similarly, Red Dead Redemption 2 exemplifies a balanced approach to carry capacity, allowing players to curate their cowboy’s gear with attention to both practicality and aesthetics. The ability to strap skins and carcasses to a horse or utilize a wagon for additional storage enhances the sense of realism and strategy.
One of the most innovative systems can be found in the tabletop RPG Blades in the Dark, where players decide their load before embarking on a heist. This choice impacts both the quantity of items they can carry and their stealthiness. Importantly, players only declare items when they are used, introducing an element of surprise and strategy that could inspire future RPG designs.
Imagine an RPG that adopts the meticulous detail of Death Stranding 2 in its carry capacity mechanics. Picture a mage adorned with pouches filled with magical items or a rogue concealing an array of gadgets and stolen goods. The potential for a more tactile and engaging loot system is immense, where players can organize their gear in a way that reflects their character’s identity.
Unfortunately, many games seem to opt for the simplest solution: a numerical representation of carry capacity that lacks the richness of a more tangible system. By transforming gear and loot into actual items that players carry, developers could instill a greater sense of value and urgency in the collection process. The thrill of tying a treasure chest to one’s back or adorning oneself with stolen valuables could redefine the loot experience.
While I understand that my expectations may be high, the opportunity for a more evocative approach to carry capacity exists. By encouraging players to make thoughtful decisions about their gear, we could move away from the familiar pattern of mindlessly vacuuming the world for loot, creating a more meaningful and immersive RPG experience.