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The 10 Rules Every New MMORPG Needs to Follow
#10
Zouji Wrote:#9 Inventory management should be simple to navigate and not a source of frustration. Quest items should not take up inventory space. Items should be stack-able. Make sure that you make transferring of multiple items from A to B efficient AND simple.
I actually wonder if there's merit in doing an X-Com / Planetside style inventory system. Your backpack is basically represented as a grid, items take up different numbers of grid spaces and your ability to carry stuff is pretty limited. There is very little that your enemy drops that you actually need or want.

I think typical MMORPGs really spoil us with the idea that should always come back with 1500 pounds of scrap. In AD&D you could kill stuff and say, "Oh, I strip all his armor off and stuff it into my backpack" but you wouldn't be able to keep that up because you can only carry so much junk. You'd basically loot any unusual valuables and leave the rest.

So I think a solution to the MMORPG problem is to change it so that you simply don't want or need to carry around so much crap all the time. My Aion character is practically a mobile warehouse of worthless shit. ("Demon horn? Sure, I have one of those... *upends backpack creating a pile of shit 15 feet high* Let's see, where'd I put it...")
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