KCD.
Most of your food fucking deteriorates and you can only carry a certain amount of times.
Really, it applies to any RPGs with weight limits as their method of use
>Doesn't make using spells/abilities feel pointless or vice versa.
Could you elaborate with this?
In a few sentences, describe an RPG item system that -
Earthbound, with its very limited inventory space
I think he just means don't make items so much better than abilities that you only ever use items. Which is a stupid concern when all you have to do is make the items not better than the abilities.
It's not the game, it's you, you fucking retarded hoarder. You're making it needlessly difficult by hoarding shit.
Megaten games
You have to use items in order to complete the game, they arent just a bonus that makes things easier. For example against a poisonous enemy, in most games you dont have to use antidote, sure it makes things easier but you can just brute force your way through with healing. Make it mandatory instead so that if you dont have something to treat poison its almost impossible. This causes the game to have a heavy focus on preparation which might not be what you want. Another thing is to not have limited use items. The idea sounds cool in theory with a limited massive powerup but in practice nobody is ever going to use those items and just hoard them for the entire game. Make consumables infinite. If you want to limit the item make them extremely expensive.
Virgo Vs The Zodiac.
>only 3 consumables apart from stat raising items so you don't hoard 98502934 items
>limited by 5 per consumable, you literally can't carry too many at once, forcing you to use them instead of waiting forever
>Consumables buff stats so they're useful even when not considering the healing