>>715825904 (OP)limited consumable items, as in truly limited, are a problem that lies directly between shit creek and piss rock where the only real solution is not to visit the ass forest.
SS1's remake is actually a perfect example of how both "forcing it" and "inventory limits" are shitty solutions that break more than they solve.
>inventory limitsjust outright not fun, and if possible the player will find a way to hoard it all.
at best, you force the player to use their limited items ONLY when they cant feasibly hold more of them purely so that they can hold the ones they've just found.
but the player still wants to hoard them. you haven't solved the problem at its core.
in SS1R i found a central area and just loaded all my extra weapons and ammo in there.
inventory full? i come running back to dump some stuff
new super weapon? goes in the weapon pile.
need some regular bullets? yeah i've got a massive pile in the corner.
the only thing the limited inventory really added was making me take a minute or two to run back to my stockpile every so often. my experience would've been objectively improved without inventory management.
>forcing ita horrible idea because you have to account for the player that thinks
>oh cool some powerful items! i'll powertrip for a bit.and simply does not have whats necessary for the forced consumable parts.
SS1R's last two zones are filled to the brim with extreme encounters that expect you to be using your powerful ammo, superweapons, and grenades.
but if you didnt religiously save it all throughout the rest of the game then you're actually fucked. most of those encounters you cannot reasonably beat with weak ammo and no consumables unless you're playing perfectly. for half of them you'd probably just run out of weaker bullets wholesale.