So if I'm a game designer and read the replies in this thread, which overwhelmingly state that people don't use consumables in RPGs - how do I change that?
How do I get people to actually use my gameplay systems/tools?
Interesting question.
Consumables either require spending money, finding rare items that are hard to replace or both. Neither of which appeal to an audience that you have encouraged to pour time into creating an efficient, resilient adventuring party with reserves of strength, money and back-up plans, rather than winging it by burning through one-use items.
You could limit the rarer consumables to tiny numbers, but have them be craftable by alchemist types with late-game-readily-available ingredients.
You could have the rarer consumables be relatively easy to acquire, but only allow the party to carry one of each, effectively encouraging them to use it in boss fights as they know they can restock easily.
For the cheaper consumables, they need to balance with healing magic. What usually happens is the white mages learn to cure all status effects and group-heal the party for relatively few MP by 25% of the way through the game, effectively rendering basic consumables useless. You can combat this by having magic take longer to cast (and balanced by the group-heal or full-heal options) than using a basic consumable.
Also by not allowing too many characters access to healing magic, you encourage the other party members to use consumables when under pressure. A party with multiple magic healers, even if you think it's characterful, isn't going to hand out basic medicine very often.
Another common solution is an alchemist/herbalist character class/skill that specialises in using consumables, getting greater benefits from them, or group-use-from-one-item abilities that are expensive for a healer to cast the equivalent spell. Basically if it costs 2MP out of 200MP to heal 500 HP for everyone, the equivalent consumable shouldn't be a unique, 20 million gold irreplaceable bottle of angel milk.
