I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • Knusper@feddit.de
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    1 year ago

    I think Achievements are useful if they’re tracked separately by each save game. Minecraft does this, and I find it helpful when I return to a world save after a long time because I can use the achievements I unlocked to help remind me what I was doing and resume from there instead of looking at what clues may have been left behind.

    That only works, though, if the achievements resemble game progress. Some games use achievements as entirely optional bonus challenges…

    • TotesIllegit@pathfinder.social
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      1 year ago

      Fair, but from back when I played a ton on my 360, a large number of a games’ achievements were progression-based, sometimes entirely. That being said, tracking optional challenges within the save game itself can also be helpful in some instances.

      For example, if there are challenges that require you to not use special weapons at all, and then you violate the challenge requirements, it could be grayed out to signify that the player locked themselves out of anything related to completing that challenge in that playthrough.

      Resident Evil 4: Remake already does this to a degree, though my thought is that it would be most helpful in long rpgs, where it may not be clear after loading where you are in story or what you have and haven’t done if the save hadn’t been touched in months.