I've never heard a good game design defense of limited resources as a game mechanic. It's lazy, not creative, and it breaks the most important 'rule of fun' as being one of the most unfun things in gaming. There are so many other actually fun ways to handle item rarity - simple would be make them expensive, hard to farm, hard to find. More complex but more fun would be lore related ways to acquire them - like rune arcs in Elden Ring, why not have a repeatable hidden dungeon explaining the source of the item that has one as a reward after a difficult run through it?
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
replies: