Briosafreak
Lived Through the Heat Death
In the follow up of this previous news bit J.E. Sawyer has talked a bit more on the inventory for Fallout3, in here he responds to doubts made by Sammael:
<blockquote> Please read the contents of my previous posts where weight was mentioned as a restriction for encumbrance. Fifteen miniguns or anything close to it would completely halt even a 10 ST character.
Would you like a realistic volumetric and weight-based inventory? Okay, you can carry a minigun in your hands, two small sidearms, a backpack full of nothing but ammunition, and maybe a small pouch for keycards. You have no room anywhere for anything larger than a pocket bible. If you're wearing any armor, this assumes that you have a 10 ST, and you are still slowed down.
THIS IS THE FOUNDATION OF FUN! FUN! FUN!</blockquote>
And afterwards he replies to Morcalavin, which had commented "If it ain't broke, don't fix it":
<blockquote> Okay, this phrase is seriously starting to bug me. It's not a good policy for review and revision. There are a lot of steps above "ain't broke", including "sucks but works, i guess", "awful but functional", and "pretty decent, but still kind of messed up". Modern technology shows us that there's a lot of stuff that can technically work, but still suck.
2nd Ed.'s saving throw subsystem technically worked even though it was completely nonsensical. 2nd Ed.'s dual-classing and multi-classing subsystems technically worked even though they were overly complicated and had loads of arbitrary restrictions. Unless you're Karzak, would you really want to continue using those because they "ain't broke"?
If something works well, on the other hand, there typically isn't any good reason to change it. I think the inventory restrictions in the Fallout games, based on weight, work well. I think that volumetric restrictions could add another element of realism. However, if you're just going to add that layer for realism but you're not really going to put realistic limitations on that volume... I'm not sure what the player is really gaining from that. Weight-based without volume avoids inventory Tetris, which is tedious and un-fun for most people from whom I've received feedback.
"If it works well, don't fix it. If it doesn't work well, fix it."</blockquote>
So what do you guys and girls think of this sentence "If it works well, don't fix it. If it doesn't work well, fix it", and what do you think this means for the development of Fallout3?
<blockquote> Please read the contents of my previous posts where weight was mentioned as a restriction for encumbrance. Fifteen miniguns or anything close to it would completely halt even a 10 ST character.
Would you like a realistic volumetric and weight-based inventory? Okay, you can carry a minigun in your hands, two small sidearms, a backpack full of nothing but ammunition, and maybe a small pouch for keycards. You have no room anywhere for anything larger than a pocket bible. If you're wearing any armor, this assumes that you have a 10 ST, and you are still slowed down.
THIS IS THE FOUNDATION OF FUN! FUN! FUN!</blockquote>
And afterwards he replies to Morcalavin, which had commented "If it ain't broke, don't fix it":
<blockquote> Okay, this phrase is seriously starting to bug me. It's not a good policy for review and revision. There are a lot of steps above "ain't broke", including "sucks but works, i guess", "awful but functional", and "pretty decent, but still kind of messed up". Modern technology shows us that there's a lot of stuff that can technically work, but still suck.
2nd Ed.'s saving throw subsystem technically worked even though it was completely nonsensical. 2nd Ed.'s dual-classing and multi-classing subsystems technically worked even though they were overly complicated and had loads of arbitrary restrictions. Unless you're Karzak, would you really want to continue using those because they "ain't broke"?
If something works well, on the other hand, there typically isn't any good reason to change it. I think the inventory restrictions in the Fallout games, based on weight, work well. I think that volumetric restrictions could add another element of realism. However, if you're just going to add that layer for realism but you're not really going to put realistic limitations on that volume... I'm not sure what the player is really gaining from that. Weight-based without volume avoids inventory Tetris, which is tedious and un-fun for most people from whom I've received feedback.
"If it works well, don't fix it. If it doesn't work well, fix it."</blockquote>
So what do you guys and girls think of this sentence "If it works well, don't fix it. If it doesn't work well, fix it", and what do you think this means for the development of Fallout3?