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Witcher 3 infinite carry weight
Witcher 3 infinite carry weight











Lacalle swears up and down that encumbrance systems are not designed to make players uncomfortable. In general, it's a powerful tool to enhance and promote certain aspects of the game without adding other, more aggressive limitations." This becomes an important factor in situations like coming back to your base loaded with riches, or relocating your base to a new location in the map.

witcher 3 infinite carry weight

"We can also say that all our core resources are much lighter than specialty items to enhance the feeling of rarity and the relative worth of items when compared with each other.

witcher 3 infinite carry weight

"For example, we can set items like explosives to be artificially heavy because that makes players think on the logistics of sieging rather than just bringing unlimited explosive jars or trebuchets to breach any wall while still being able to fight at peak capacity," he says. But Lacalle tells me that the team decided to opt for an encumbrance mechanic, rather than a traditional inventory page, because it opened up the flexibility-and yes, the authenticity-of how you fleshed out your character. Exiles is different from The Witcher, in the sense that it packs a crafting system that heavily relies on resource harvesting and management, which makes it a pretty natural fit for a weight limit. Oscar López Lacalle, lead designer of the survival game Conan Exiles, offers a similar justification. There must be some method to the madness, right? I'm constantly in awe of just how much work it takes to create videogames, and generally, when I find something to be stupid and unintuitive, I'm willing to hear the experts out. Why do big games, particularly open world games with thousands of objects that can be picked up and examined, so often turn to a mechanic where fun goes to die? I figure there must be a reason.

witcher 3 infinite carry weight

There are cases where it makes sense, obviously- of course Dark Souls has an opaque encumbrance system, given all its other intentionally draconian quirks-but it certainly seems weird that such a despised mechanic is implemented, and re-implemented, over and over again.

witcher 3 infinite carry weight

CD Projekt Red is one of this industry's few near-universally beloved studios, and yet Geralt always seems to be one looted corpse away from completely losing control of his body. Bethesda makes two of the most popular single-player franchises around with The Elder Scrolls and Fallout, and yet we've all crossed our weight limit and hampered ourselves in the middle of a fight with a rowdy sect of Super Mutants. It's a source of constant annoyance for gamers everywhere, to the point of achieving meme status in certain communities. Why do big games, particularly open world games with thousands of objects that can be picked up and examined, so often turn to a mechanic where fun goes to die?













Witcher 3 infinite carry weight