Sometimes it takes a game to start doing something mundane before you appreciate how every other game doesn’t bother you with that crap. Case in point: Divinity: Original Sin doesn’t automatically remove anything from your inventory.
In pretty much any other RPG ever made, introducing lock to key causes the key itself to disappear. It is not as though the key will work on any other lock, so why keep it around? “Why not?” muses the D:OS designers. “Because it’s dumb,” says I. My inventory is filled with keys (which you can’t sell), books that no longer serve a quest or skill gain purpose, and other kitchen drawer debris. There isn’t any special glowing inventory effects either, so sometimes it gets difficult to realize that you actually have picked up something worth clicking on.
Can I manually go through my whole inventory? Of course. But why exactly do I need to? What is the underlying gameplay purpose? As far as I can tell… well, I can’t. I don’t actually know if this is a “old-school” throwback, as I don’t remember if Baldur’s Gate had anything similar. Probably not.
In any case, I’m glad most modern games have moved on. Because ain’t nobody got time for that.
Posted on April 25, 2017, in Commentary and tagged Divinity: Original Sin, Game Design, Inventory Management, Old-School. Bookmark the permalink. 1 Comment.
Key + Soap = Lock-pick. Other than that, too much junk.