Encumbrance sucks, so why is it still so common?

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Encumbrance sucks, so why is it still so common?
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My least favorite sensation in gaming is when I'm playing an RPG, and I pick up a weapon, a breastplate, or a bauble of no obvious importance, and suddenly my feet cement to the floor.

My least favorite sensation in all of gaming is when I'm playing an RPG, and I pick up a weapon, or a breastplate, or an incandescent bauble of no obvious importance, and suddenly my feet cement to the floor. My character is over-encumbered! I have to spend the next few minutes on the pause screen, deciding which knick-knacks in my inventory to leave abandoned on the side of the road.

Why do big games, particularly open world games with thousands of objects that can be picked up and examined, so often turn to a mechanic where fun goes to die? I figure there must be a reason. I'm constantly in awe of just how much work it takes to create videogames, and generally, when I find something to be stupid and unintuitive, I'm willing to hear the experts out.

"For example, we can set items like explosives to be artificially heavy because that makes players think on the logistics of sieging rather than just bringing unlimited explosive jars or trebuchets to breach any wall while still being able to fight at peak capacity," he says."We can also say that all our core resources are much lighter than specialty items to enhance the feeling of rarity and the relative worth of items when compared with each other.

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