It was already proposed that potions could go bad after the same time it would take for the inactivated potions' effects to expire. Seeing how potions are likely watered down to be drinkable, it actually could also make sense. Maybe. Probably. And different potions could have different timers, as well as using higher-quality alcohol instead of cheaper stuff.
I missed that, then. It's a good idea.
It still allows you to swap potions, though, even if there is an expiration date. Say potion A's life rate is 10 hours (or minutes, or whatever, it doesn't matter specifically right now). After 3, you can change to a different potion, carry it around for 4 hours as an emergency option, and then go back to potion A for its remaining 3 hours if there's need. The difference between this and the controlled-metabolism is that it doesn't directly "waste" the potion and allows more flexibility and ease.
With controlled-metabolism you're more committed to the potions, since you're not as free to switch between them. Once you "meditate" to swap them, they're gone for good.
With potion-belt, once you "meditate" to switch potions, they're still accessible for the remainder of their life expectancy, if you re-meditate.
Though honestly, it's a minor difference that isn't really a "deal-breaker" for me. It's not a crucial issue, but still one worth addressing. I think this could be a pretty simple and believable solution: making the life expectancy of (most) potions equal to the time required for Geralt to brew. As a rough example:
- Most potions are good-for-use for just an hour. After that hour, they're as bad as old milk, and Geralt won't use them. (barring the elite potions)
- When you sit down to brew new potions, the process would take an hour for Geralt.
- By the time you have your new potions, the old ones are already bad.
- This means you can never be in a situation where you have a reservoir of potions in Roach's bag for you to choose between.
- But there should be found a life-expectancy that isn't too short as to make you rush through your travels. If an IG hour passes in 5 RL minutes, it's kind of pointless. If an IG hour passes like a RL hour, it may be a bit tedious.
- Making the brewing an 8-IG-hour long process is stretching it a bit.
- Some middle path shouldn't be too tough too calculate, I think. The principle seems fine, though.
The other main difference with potion-belt is that it still allows you to be selective in what potions you use. In the controlled-metabolism case, once you release the effects you release A, B and C together, while the potion-belt allows you to choose between A, or B, or C, or all together. Supposedly, restricting you much less and thus making the game easier.
Metabolism makes for a much more "all-in" gameplay. You ran into a tough battle? You either choose them all, or not at all. The reason why this is interesting is because you need to consider whether you may run into another difficult battle later on. With the potion-belt, it's more forgiving - let's use A now, later I'll still have B and C.
(All of this is under the premise that we're after the challenging system, not the forgiving one)
One solution for this, in favor of the potion-belt, is this: rather than having three potion slots, you have just one. One potion, that is a combination of different effects. When brewing a potion, you don't choose whether to brew a Swallow,
and a Cat,
and a Dog. You choose what effects to add to that single potion, meaning you can have a potion that is a mixture of swallow-cat-dog, or one that is spit-mouse-wolf, and so on.
Though it's kind of a crude solution. Not a very convincing one. If someone has a finer solution, feel free.
(Btw, I realize that our chances of actually affecting the game in this stage of its development, are slim-to-none. It's just for the sake of discussion)