Opinion

The Packrat Mentality

I just finished Star Wars Knights of the Old Republic 2(KotOR2) last weekend and 2 weeks before that, KotOR1. The first one was an incredibly enjoyable experience and well deserving of the awards and praise I’ve heard about it. The sequel was pretty much identical to first save for the plot, which for me was changed enough to consider it worth recommending if you liked how the first game was presented. What I’m upset about is, strangely enough, something I only realized towards the very end of the second game. I found myself continually checking the bodies of my fallen enemies for credits, equipment and datapads.

Credits (money) in the game are utterly pointless due to the fact that equipment, the only thing to spend your credits on, is widely available from your fallen enemies. Equipment (weapons and armor) becomes only marginally important in the mid and later stages of the game when the focus shifts to the skills and powers that you acquire by advancing your character in the typical fashion of experience points gained through plot advancement and defeating your foes. Datapads (PDAs) are infrequent drops which are used to advance the main and various sub plots.

Despite my realization that the end of the game was very near, I continued to habitually check the remains of the vast numbers that fell to my avatar. Seems like a rather morbid activity in retrospect. The process was sterilized by the game into a two click process, once on the body to reveal all the items and credits on the corpse and once to ‘get all’ and add them to my ever expanding inventory.

I blame the game for developing my habit of body searching and item collecting. The game is designed to require the searching of dead bodies for the datapads needed to advance the plot. It eases the collection of the important datapads by making it a simple 2 click process. It also makes adding junk items an easy and quick process as well.

As I approached the final confrontation I asked myself, why did they put 65 credits on one of the dark jedi that was guarding the door to the final confrontation? I went ahead and picked it up and laughed at the possibility of bribing the end boss into surrendering. Needless to say that option never appeared in the conversation tree.

I’m sure the drop was one of the many possibilities that are randomly generated on the remains of dead enemies. That drop was the last of what I’m sure were hundreds throughout the very long game. This lead to a vast collection of several hundred items over the course of the game; the vast majority of which were total useless to me. This is not the only game type in which I’ve experienced this. While primarily RPGs, both massive and tiny, seem to be the biggest offenders, many first person shooters allow you to carry an obscenely large payload. What I’m thinking is how did this become an acceptable practice?

I know that ability to posses a variety of items adds to the realism of the game world and connectedness of the player to the avatar via customization. Does a vast inventory, potentially weighing hundreds and hundreds of pounds, not detract from that realism? Some games have tried to implement a strength based limit to your inventory. Those systems still seem broken to me. Can you really carry 315 lbs of spears and axes AND fight you enemies AND consider this logical?

I’m proposing a much more realistic setup where there is the option, for games that require constant upgrades to your weapons, to auto-pickup and and auto-equip better equipment but still limit the equipment to what you can realistically carry in your backpack, utility belt and hands. KotOR can learn something from FPSs like Halo that have already implemented something similar to this. If you’re into micromanagement, there should definitely be the options turn off the system and fuss over the details to your heart’s content.

I believe an automated system, with player set parameters of course, would dramatically increase the narrative flow, realism and overall enjoyability of a game by getting rid of interruptions coming from item management, collection and hording. I’d welcome any thoughts you have on this or other systems of inventory management that I’ve not seen yet or perhaps have just forgotten about.

-Derek