this post was submitted on 02 Feb 2025
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[–] Katana314@lemmy.world 1 points 19 hours ago (1 children)

I really like the resource/inventory systems of survival horror games. Often they can force interesting decisions as long as your current state doesn’t starve you of options.

  • I can’t pick up shit! Well, I’m not using these three things so maybe I should box them. Or, I could use up some ammo on nearby enemies.
  • I’m low on healing items! But I have a lot of ammo. Maybe I could stop conserving nuke launcher rounds to trivialize the next few rooms of giant zombies; try a bit more of this other weapon I don’t use much and stow my normal pistol.
  • I’m low on ammo! But, I’ve been saving a hundred healing items. Maybe I can practice tanking past enemies and see just how much it will affect me.
  • I’m okay on ammo but these enemies keep coming. But…I think if I make it to this area, it will give me a stationary healing spot. So I’ll just conserve ammo and take hits on the way.
  • I’ve been poisoned! But there’s gonna be a bunch of other poisonous enemies before I get through this area. Maybe I can ignore it until I’m through.

I think I’d even like to find more games that focus on that sort of item management without being so horror-focused; helping you feel excited for saving an inventory spot or prioritizing the right things. It’s especially cool when you’re finding ways to shift risk in the right directions based on what you can afford losing. Example in Back 4 Blood: There are tools/resources that retain/add more “possible downs” for a survivor, which may mean you can put off healing for a long time and keep picking each other off the floor. One game has a death prevention item that you can only hold one of; so you’re encouraged to “get killed” before you find another one.

[–] Savaran@lemmy.world 1 points 18 hours ago

On the flip side, don’t do inventory management in action games! Looking at you Horizon Zero Dawn!