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The Outer Worlds 2 Gave Me What I Wanted And I Hated It

by Rachel Kim – Technology Editor

‘Outer Worlds 2’ Inventory⁣ System‌ Creates Paradox of​ Choice, Player Reports

A⁤ hands-on preview of The Outer Worlds 2 reveals a potentially frustrating paradox for players: an abundance of loot that actively ​detracts ⁢from enjoyment. The ⁣player, writing for Kotaku, ​amassed a staggering 142 weapons, 110 pieces of armor, and ⁢98 helmets during‍ their playthrough, ⁣many of which were duplicates.⁣ This⁢ overwhelming inventory led to inaction, with unique items and vendor-exclusive content remaining unused.

The ⁤core issue isn’t a lack of content, ⁢but rather ‍the lack of consequences for hoarding. The⁤ player noted possessing​ seven identical uniforms and ultimately choosing to stick with ⁣a single, amusing helmet and robes for the entirety of ⁢the game simply because engaging with alternatives felt burdensome. They also bypassed a vendor’s unique inventory,including helmets ⁢that alter‌ the game’s graphics⁤ to pixel art,due to a reluctance to learn the function ⁤of each item. this experience highlights a​ potential ‍design flaw where the freedom to collect overshadows the desire ⁣to experiment and optimize.

The player suggests a ⁤potential ⁢solution: implementing mechanics that treat excessive hoarding as a negative⁢ trait. This ‍could include reduced⁢ vendor prices or an increased chance of finding pre-modified gear, incentivizing players to curate their inventory and actively engage with the game’s systems. the​ experience⁣ underscores a growing trend ‍in RPGs-the tension​ between player agency and meaningful decision-making within expansive loot systems-and ⁤could inform design choices ⁢for future titles in the genre.

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