Saturday, October 6, 2012

How 'Dishonored' Has Revolutionized the Encumbered Inventory

Dishonored is hitting store shelves next week, and it's bringing the heat. I was able to get my hands on an extended demo at E3 this year and left the show praying I found the mask that would give me the protagonist's powers.

One thing I noticed during the demo was that I never found myself carrying too much in my inventory. It never seemed to be crowded. In open world games this is a common problem. Games like Skyrim and Diablo III constantly made me either leave my current objective to sell, or drop lesser items to make room in my bag. Not only was this annoying for the organizational freak like myself, but it took me out of the action.


Dishonored is taking a different approach to this. Rather than storing items that are solely meant for selling (which we see in games far too often), Dishonored sells them immediately. The money that item is worth is sent to your coin purse immediately. Gone are the days of teleporting back and forth. No more walking to the nearest vendor for the sole purpose of selling unimportant items just "because".

Now you are constantly in the action. The story continues and the mission you are on never leaves your sight. It's a beautiful game mechanic that I hope will be implemented in future games.

It's revolutionary game mechanics like this one that I love to see. Simple actions that just make sense.

Nice work Arkane Studios. Nice freaking work.

7 comments:

  1. I don't know if I would call auto-selling loot a "revolutionary" mechanic. Don't get me wrong, the game looks amazing, but I actually don't mind a little bit of realism and non-combat experiences in games.

    In today's games, traveling is a waste of time (autotravel), selling loot is a waste of time (autosell), and even combat in many cases is becoming a waste of time (QTEs and auto mark and execute features do the work for you). With revolutionary mechanics like these, I can't wait to see how awesome my next gen game looks when I can beat it 5 seconds by pressing X to win...........because everything else is a waste of time....

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    Replies
    1. You realize that Dragon's Lair in 1983 had QTE's right? As far as auto-selling loot, it's not making games easier. If you read the article you would know that the case I made was that auto-sell keeps us in the story. It keeps us engaged.

      Fast travel is a necessary evil however, as no one wants to wander around for an hour. Guild Wars 2 is the worst offender of this.

      It has nothing to do with making things "easier". It has everything to do with making games more streamline. Less time doing chores and more time being in the action.

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    2. So "chores" are doing anything other killing right? To me, I actually enjoying traveling the world and exploring, so I skip fast travel. I don't mind using my brain to make decisions about what loot to carry and what to sell, but now......no more thinky!!! As for QTEs, I realize they have been around for a long time, but that doesn't make them a good idea. They were horrible 30 years ago, and are just as horrible (and much more commonplace) now.

      Seriously, I really don't have a problem with the auto sell feature, I just found it funny that you claim it to be a revolutionary feature. That is like calling auto-pilot in an air combat game revolutionary. Removing something that once was there may be "streamlining" but it isn't revolutionary.

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    3. Okay Mike. You're absolutely correct. Auto-selling loot in a game that's not about collecting loot is the same as taking control away from a flight simulator.

      You win this one.

      Delete

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