I think you didn't understand at all my previous post.
At least, that is what I conclude from your last comment.
The above case, you quoted (and followed by a comment) was just to show how maximum subcontainer nesting could be handled in the case subcontainers were implemented... (maybe in bold is more understandable)
Was that all you had to comment about my previous [Wall of text] exposition on how I think about inventory and its effects over gameplay ?
Don't get me wrong.
At least, that is what I conclude from your last comment.
The above case, you quoted (and followed by a comment) was just to show how maximum subcontainer nesting could be handled in the case subcontainers were implemented... (maybe in bold is more understandable)
If you read the awnser I added, you would see that I was talking about nesting limit:eleazzaar said:Why implement a GUI for something you don't think people would want to do in the first place?
Did you understand this at all? or you prefer a sketch?b!0hax said:A: Well in this case we would limit subcontainer accessibility to lets say 2?
container > subcontainer > sub(x2)container
and send some message like "That is not accessible" if you try to open beyond the 2 subcontainer.
So to pick the plant up you would need to take the bag out of the big sac and then access it to get the plant.
[Why would anyone want to put a plant inside such a nested container maze in the first place?]
To what I can follow, who/what decides what a good game design is? your likes and dislikes?...Good game design is as much about what you leave out-- as it is what you put in.
Was that all you had to comment about my previous [Wall of text] exposition on how I think about inventory and its effects over gameplay ?
Don't get me wrong.