Wednesday, August 11, 2010

What's So Annoying? Managing Inventory

There are many good things about the way inventory is handled in WoW. So, out of fairness, I should point a few of them out. As you advance, you get increasingly larger bags in which to store your inventory. These bags are increasingly more expensive allowing you to make rational trade off decisions about the cost of a bag versus the convenience it affords. Tailors can make bags and sell them at the Auction House providing a source of revenue for that profession. Guilds can buy Guild Vaults provide more storage and incentive to join the guild. Individuals can buy bank slots to hold bags that are not carried around, thus providing more storage and another rational trade-off decision.

This is all good design and well thought out. So, what is my beef? I have two gripes with the inventory management. The first, is junk inventory and the second is recipes that requre materials you didn't think you would ever need again.

Junk inventory is loot that you pick up from any of the variety of means there are for collecting things. You may loot a corpse, get something as a reward for a quest, or acquire items through one of the professions such as herbalism. Actually, mining and skinning aren't too bad for junk but herbalism is. What happens is that you pick up something and have no idea if it is good for anything. So, you put it in your inventory where it takes up space. Later you find that it is either used in a worthless recipe or is not used at all. To their credit, Blizzard added sell prices to loot items so you can make rational decisions about what to keep if your bags are getting filled. But, there are a whole host of items, especially in herbalism, where you can fill up your inventory with worthless junk and not know it is worthless. Every decision should be a rational trade off decision. And putting junk items in the collectibles is just arbitrary and poor design. Some might argue that it adds an element off randomness. I would argue that this is just the defensive claim of a mediocre designer.

As you progress in your profession, you go through different levels of materials. Say, you are a miner and blacksmith. You begin with copper, then to tin, then to iron and so forth. Now, once you are at the iron level you are inclined to get rid of your copper and tin to make room for the items that are appropriate for your level. Then, when you are past iron, say at mithril, you encounter a recipe that requires copper. And you get irritated for having sold all your copper. This is just arbitrary and annoying. Since inventory is limited, you can't keep everything. And you cannot make rational trade off decisions about what to keep if you are going to encounter arbitrary requests for materials you have gotten rid of. Again, one might argue that this introduces an element of randomness. However, I would counter again with my remark about mediocre design.

The problem here is that the whole conceptual design of professions and inventory management are quite well done. But, these little annoying oddities become the focus over time. You forget how cleverly done it all is, while festering over the fact that you threw something away that you needed. Not only do these decisions not add to the game experience, they seriously detract from it.

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