At 12/26/13 05:02 PM, Archawn wrote: Please tell me you're joking :P
Imagine RE4 with a system like this. And what if time expired (at a reduced rate) while doing all this? That adds a whole new challenge to something we all take for granted in games.
See the fun part of this is that if this is your Main Gameplay Focus, it's only just as complicated as your standard RPG. When your game focuses not just on carrying items, but how you carry those items, it can be pretty neat. Slowly you overwhelm the player not with the zombies or combat challenges, but with the simple problem of dragging a quart of water thirty miles when all you have are an deflated balloon and a thousand pointy knives...
A separate idea we've been kicking around is having to repair parts of a complex facility, through cannibalizing other parts of the facility (cut a fuse from one door to repair one important boondoggle... and then find a new fuse to repair that door). it's a different sort of resource management.
Bearing in mind this is a year where one of the biggest games in the indie scene has you stamping passport papers under increasingly draconian rules, the kinds of games where these kinds of mind-fucks of challenges are becoming all the rage.
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