They are interactive elements and represent a player’s journey, achievements, and dedication to exploring the game’s lore. Despite their importance, the current housing system treats books as regular furnishings, which significantly limits players' ability to create more meaningful homes.
For me, housing should be an extension of a player's creativity and immersion. Yet, the inclusion of books as regular furnishings forces difficult and often impossible compromises. Imagine a player (absolutely not me) who dreams of crafting a grand library; they will always find themselves running out of furnishing slots before even beginning to realize their vision. (With around 500 lore books and a max of 700 slots, it’s simply too restrictive.)
A better approach would be to introduce a dedicated system for books in housing. This could allow books to occupy unique slots separate from standard furnishings, freeing up space for players to create immersive homes without losing the ability to showcase their literary collections.
This approach would not negatively affect performance. Books in the game are relatively lightweight objects that do not demand significant computational resources. They lack complex animations or detailed 3D models, so the system used to manage them would not require any additional processing power beyond what is already used for static furniture. In fact, by adding a slot category for books or incorporating them into the collectible limit, the game would easily handle them without issues.
Thank you for coming to my TED TALK
Imagine a game with stackable maps, furniture bag, decon furniture