There's item durability and decay in the game now. Hoooooraaaaaa-
aaaaaaaaaa-wait. I hate item durability. You hate item durability. Is this actually a good thing?
Any game that makes collecting items and ingredients an important part of the main loop (aka survival, roguelikes) needs to find some incentive for you to acquire new items.
Item durability is a really common solution because it solves the problem neatly and models our real-life intuitions. It's also much bemoaned due to several pitfalls that I'll talk about briefly.
As you're probably aware, we humans have a strong propensity for loss-aversion. Once we have something we're more likely to hang on to it than to risk giving it up, even when risking it means there's a very good chance of a better payout.
It's the old "having your cake and eating it too" dilemma, although I've never liked that saying because what's the point of having a cake you don't intend to eat. Is it just a really fancy looking cake?
Anyways, having things you own taken away from you feels bad. It's also lame to have something helpful that you are too afraid to use for fear of losing it (like those potions of invulnerability you finish a jrpg with).
I hope to keep the item decay from being totally annoying by following a few guidelines:
- Any item that is likely to decay or break through use should be relatively easy to acquire and frequently needed.
- Any exquisitely rare items should be either indestructible (as will be the case with unique "artifact" items), or repairable.
- Few consumables should be so amazing or irreplaceable that you would risk dying before using them "just in case".
The dilemma of using some amazing consumable and surviving vs gambling in order to save it for some even worse future situation just isn't that interesting to me I guess? I do envision some rare food that provides special bonuses, but nothing so amazing that you wouldn't want to eat it. In addition, some food may be preserved and last indefinitely, but would suffer some other trade off (less nourishing, more expensive to make, and so on).
In most cases, I want you to feel good about using, breaking, and replacing items. I'm trying to think of ways to incentivize you to craft items frequently so that you will always be discovering new recipes. Along these lines I'm also considering a salvage/repair mechanic that could be applied to broken items, so you can choose to trade an item for raw materials or vice versa. Restoring items could also spark new recipe discoveries.
This is all very speculative so I am of course prepared to throw it out if need be. For now at least, this feels like a good fit for what I have already.