I did forget about the carry limits in TLOU. I guess I was more so thinking of RE with regards to having that inventory box that you can hold a ton of shit in so if you fill up, you can dump some stuff in the box and go back and pick up the shit you didn't have room for. Also, the same time of logic in RPG encumbrance where there's nothing stopping you from traveling to a vendor and selling shit to come back and pick up the stuff you couldn't before. The game's not stopping you from getting everything, it's just making you waste more time do so.
well encumbrance can suck a nut sack as far as I'm concerned. There is a limit to how realistic even a realistic game should be IMO. And that line is crossed when you introduce a mechanic that serves no purpose other than to waste the player's time. Especially when this mechanic is used in crafting and gathering games in which you NEED to pick up tons of shit.
I understand item limits, that's ok right? Like Final Fantasy games going "Bro you have 99 potions, that's enough you can't grab anymore". This is ok because it isn't hindering the player at all. There is no weight limit, or item limit of different items, this is simply a cap on how many of a single item you can grab.
But games like Terraria, where you have a pretty limited inventory yet you are constantly picking up piles and piles of shit, this is when it becomes a pain in the ass. Or Skyrim is another example, where you start to move like a slug because you picked up a ten pound bobby pin. This encumbrance gets in the players way, and serves no purpose other than to force the player to stop doing what they want to do in the game in order to go do inventory management before getting back to what they found fun.
I'm a bit more forgiving towards Resident Evil games, because part of those games is the inventory puzzle you have to figure out to balance puzzle pieces, health items, and weapons in a limited space so that you can get through whatever section of the game. But because this is core to the design, it doesn't get in the players way because the player has no reasonable expectation to be able to carry a riot squad's wort of gear in their back pocket. Plus the game establishes the limited inventory as part of the puzzle.
I guess the argument of limited inventory can be passively waved away with "Well if the inventory is limited then obviously the game was designed that way", but there is a feeling about it in any given game that can make such things acceptable, or not.