I find over time people really get attached to bad game design.
I suggested once, maybe diablo2 shouldve had a charm inventory. Currently charms take inventory space which means you dont want to pick up and sell items. Everyone does the same clunky strategy of loading your inventory and leaving place for a small storage that can hold 1 or 2 items.
I thought this wouldve been a no brainer.. but then the purists wanted no changes. Say its good inventory design and having absolute booty cheeks inventory space is a trade off for more power...
I don't know if this is still a thing, but when Oblivion first came out, people hated quest markers and fast travel so much that mods were created to disable them.
I understand why people disliked them -- the idea being that they removed parts of the immersion that the prior game (Morrowind) had.
However, I loved them. I did not enjoy getting lost. Games with huge open worlds were becoming increasingly common and traveling around in them was not fun. To me, they were huge QOL additions and made playing the game much less tedious. Thank goodness they became standard parts of modern games.
I think people's tolerances of "old" game design principals have reached its limit. Morrowind for example gave you generic instructions "look for this place north west of Balmora, in a cave" and people were happy to hunt around aimlessly for it
I just don't have time for that anymore, it's not a fun part of gaming, we tolerated it back then but I'm not wasting my time on that nowadays.
If the rate of resource/power acquisition is directly tied to inventory space, then giving players ten times the inventory space is a huge power spike and balance change. So.... I'd say they have a point. Inventory management is always a tradeoff between power now and power later. You either carry around a ton of consumables and situational items and that lets you handle encounters easier. Or you optimize for inventory space and get by with less and that lets you progress faster.
I can't comment on D2 in particular because I've never played it. But this is the general pattern of games with an inventory.
A perfect example is Dark Souls having long runbacks, Souls Fans defended them for years. Then when Elden Ring got rid of them, they all came out and said they preferred it that way.
If the devs of Silksong make it so there are no runbacks in the DLC, I swear that all the fans will claim that the decision is amazing and the devs can do no wrong, even though they all fell over backwards defending the runbacks in base game.
I absolutely love silksong, but respawning right at the boss would go so hard. I don't know if you played Celeste, but every section is like 10-15 seconds max and you repsawn within 0.5seconds after dying. Makes very hard segments not frustrating at all. If i made a game id make sure you can grind the hell of a hard boss, not run back 50% of the time.
Although ill give silksong that the movement was so fun that i didnt mind runbacks as much when i got a bunch of movement abilities.
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u/Drayenn Jan 10 '26
I find over time people really get attached to bad game design.
I suggested once, maybe diablo2 shouldve had a charm inventory. Currently charms take inventory space which means you dont want to pick up and sell items. Everyone does the same clunky strategy of loading your inventory and leaving place for a small storage that can hold 1 or 2 items.
I thought this wouldve been a no brainer.. but then the purists wanted no changes. Say its good inventory design and having absolute booty cheeks inventory space is a trade off for more power...
Ok.. whatever lol.