Fourteen Annoying RPG Traits

Tales of the Rampant Coyote's Jay Barnson has penned two separate articles that outline the seven biggest annoyances he has with "old school" CRPGs and modern CRPGs. From the former:
5. Running Into Level Caps Well Before Running Out of Game
I totally understand level caps. I don't have a problem with them - they are a necessary evil. In some of the older games, though, it was really easy to have a maxed-out character with more-or-less the best equipment available pretty early in the game. While there were undoubtedly good reasons for this, it makes the player feel penalized for taking the time out to explore and sub-quest and battle through every nook and cranny. Though it's not a competitive game, I still don't want the Harrison Bergeroned to the level of a guy who beelined it with a walkthrough in the final encounter.

Exceptions: This assumes "reasonable" play. If somebody chooses to spend most of the game grinding in random encounter areas to max out their level practically before concluding the tutorial, that's their own call.

...

7. Encumbrance
Okay, this never really bugged me a lot, but it was a minor irritation at times that I don't really miss. I mean, yeah, I know how much a suit of plate mail weighs (having worn some in real life), and I fully recognize that a normal human really isn't going anywhere with six suits of plate mail stuffed down his pack. Assuming it was even physically possible to stuff seven suits of plate mail into a pack, which boggles my imagination.

But in dice-and-paper games, the rules were really just there to prevent abuses or outright silliness (Gary Gygax himself admitted that he only used the encumbrance rules as a threat, not something they actually kept track of). It was also used as a challenge - such as trying to figure out how you are actually going to cart that dragon's horde out of its lair before dying of old age or having it all stolen before you were done. And where would you store it all?

But in the pen-and-paper games, you had a ton of options that didn't exist in CRPGs - such as obtaining a cart and / or mule, hirelings, burying or hiding some of the treasure, or even being able to drop said treasure without it instantly vanishing. Plus, the pen-and-paper games (particularly D&D) generally provided plentiful magical items aimed squarely at circumventing those restrictions (like Bags of Holding and Portable Holes) that didn't make their way into CRPGs. So you got some concrete limitations on something that felt like it was only an abstraction.

Plus, micro-managing weight-loads between party members was never that much fun.

So while it has never been a big deal, I'll generally chalk encumbrance in the negative (or at least neutral) column of features.

Exceptions: Again, survival-fantasy RPGs get a pass, here. Foraging, discarding, and generally making do is kind of the whole point. Similar games where you play a solo character, the "micromanagement" aspect can be part of the fun. If the game really does allow some reasonable level of non-abstract encumbrance mitigation and inventory management offered in a dice-and-paper RPG, then yeah - it can be interesting. But in general - hey, let's just assume I hire some porters, okay?