>>714648130>just DON'T interact with the content presented, consider it flavorThat defeats the whole point of having the content in the first place! Larian clearly never asked "what would a player do?" when placing a bucket, seashell, body part, or barrel in practically every room of Fort Joy. Oh great, a bunch of items you can pick up but don't need to and actually shouldn't because they're literally pointless. If they're literally pointless, why are they interactable in the first place? Logic escaped the Larian team on this one. Whoever was in charge of placing buckets probably got a big raise.
You know what game got items exactly right? Dark Souls. You know, the universally beloved game that spawned a genre based on sheer excellence. Weapons are in the weapon tab. Consumables in the consumable tab. Keys in the key tab. DoS2 came out 5 years after Dark Souls but didn't learn a damn thing from it. Fuck you Swen. Fuck you.
If some dumb asshole is gonna come in here and say DoS2 is a truly great RPG, on par with the greatest, you better have a fucking litany of superb design decisions from top to bottom. If a game can't even get itemization right, it's all downhill from there. It's not like dealing with shriekers or investigating the 15th (at least bespoke) cave in 40 hours is a platinum seal of quality. It's yet another iteration of Elder Scrolls slop.
>>714648161I liked the armor system honestly, a nice changeup from many games (you're right about summoning though). The item issue is the problem here - this isn't pen and paper. It's tedious busywork, and it could've all be solved with just a little more thought from the devs. Elder Scrolls infected other WRPGs with this problem - "we need to give players the ability to collect meaningless shit, because that's the standard now. Todd Howard is a millionaire." What a mess.
There, now that the thread is properly alive, my job is done. Fuck Larian, fuck DoS2, promote the writers, demote the designers.