Follow TV Tropes

Following

History Main / InventoryManagementPuzzle

Go To

OR

Is there an issue? Send a MessageReason:
Real life example on smart phones

Added DiffLines:

* Real life example: Smart phones such as the HTC Aria have a handful of 'pages' on which you can put icons or shortcuts for apps and widgets. You swipe from page to page and can usually arrange pr add icons to each page however you like. Each page has room for a certain number of icons, say 4 x 4. However, some widgets like a clock or a music player take up a 1 x 4, 2x 2, 2 x 4 or even 4 x 4 space. Start managing!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** FinalFantasyII is arguably worse; the items in your inventory did not stack at all.


Added DiffLines:

* The first SaGa game had this in spades. Your characters had their own inventories of eight slots (''including equipment''), as well as your party having a common inventory of only eight slots. Only humans could use all eight slots of their inventory; mutants already have four of their slots reserved for innate abilities, leaving them with only four slots for items. Monsters couldn't hold items at all.
** SaGa2 is a little better. Your common inventory has 16 slots, and you can prevent mutants from learning four skills to have room for more items. Mutants arguably fit this trope in and of themselves; how many slots do you allocate each towards skills, armor, weapons, and spellbooks?
* DragonQuest had this in varying degrees, generally getting more lenient over time.
** In [[DragonQuestI the first game]] it wasn't present at all; your inventory had room for every item, and every time you bought a new piece of equipment, you'd sell the one of that type you currently had.
** DragonQuestII was egregious with this, [[NintendoHard as if the rest of the game wasn't hard enough already]]. Each of your three characters can only hold up to eight items, ''including equipment'', which could take up 4-5 of those eight slots. Most of the rest is taken up by key items. [[ArsonMurderandJaywalking The items also don't stack]].
** DragonQuestIII had the same eight-items-including-equipment per character limit, but added a safe where you could store extra items; this same system is used in the next two games as well. V also upped each character's inventory to twelve items.
** DragonQuestVI and onward replace the safe with a common HyperspaceArsenal that is always with your party, though only items in the characters' inventories can be used in battle.
** DragonQuestIX gives each character a slot for each piece of equipment, and eight additional inventory spaces.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** They more often than not end up as dead weight because you end up never using them.In fact, they are useless more often than not because they end up to not be used in normal battle (either because the enemy is too weak or because doing so makes it impossible to attain an S rank), boss battle (Killing a boss with it means no S rank and no secret drop) or bonus boss (You dn't even get it in your inventory). The only use it has is to make the final boss easier which is hardly necessary if you took the time to max their stats.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** "Scratch and sniff" is [[ExactlyWhatItSaysOnTheTin exactly what it sounds like]] [[AwesomeYetPractical and is one of the most logical in the whole adventure]]. You pick a card and sniff it to learn what it actually holds. The catch is that it's user is ''blind'' and that is exactly how she would see the contents anyway.


Added DiffLines:

** In an earlier adventure, ProblemSleuth and all the rest had a 4-slot inventory, with one slot for weapon and sometimes some special slots for places such as keeping something under your hat. In the Homestuck intermission, Midnight Crew had a similar system - only they had one inventory slot and four weapon slots. It didn't make it any harder for them, because their sole inventory slot was constantly occupied by a stack of cards... Which morphed into a big chest, wardrobe or the like at the moment it needed. Individual items also could have been taken as individual cards from the deck, bypassing the chest phase.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The sequel thankfully added container items such as gem bags and scroll boxes, which allowed the player to compress their respective item types into a single inventory slot, as such items could be reasonably argued to take up much less space than, say, a sword. It is also worth noting that in addition to having a slot based inventory, each item also had its own weight, with the upper weight limit defined by each characters' respective strength attribute.


Added DiffLines:

*** While the item limit was certainly higher than a player would theoretically need, it did still have its share of management issues. For example, players might horde away items with various different effects so that they could adjust their equipment to face different situations. As well, just navigating the inventory system in order to vender items was a hassle, requiring the player to jump about comparing items to make sure that each party member had the best equippment available. Still, when the inventory system was descarded in the sequel, [[TheyChangedItNowItSucks there were many angry cries of throwing babies out with dirty bathwater]].
Is there an issue? Send a MessageReason:
None


* As an attempt to impose difficulty and complexity on a player. It forces the player to manage inventory as a resource, just as they have to manage Hp, Mp, and so forth.

to:

* As an attempt to impose difficulty and complexity on a player. It forces the player to manage inventory as a resource, just as they have to manage Hp, Mp, [[HitPoints HP]], [[{{Mana}} MP]], and so forth.
Is there an issue? Send a MessageReason:
None


** [[SilentHillShatteredMemories Shattered Memories]] on the other hand completely removed the entire Inventory.

to:

** [[SilentHillShatteredMemories Shattered Memories]] on the other hand completely removed the entire Inventory.
Is there an issue? Send a MessageReason:
None


** [[SilentHillShatteredMemories ShatteredMemories]] on the other hand completely removed the entire Inventory.

to:

** [[SilentHillShatteredMemories ShatteredMemories]] Shattered Memories]] on the other hand completely removed the entire Inventory.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** [[SilentHillShatteredMemories ShatteredMemories]] on the other hand completely removed the entire Inventory.
Is there an issue? Send a MessageReason:
None


** ''FalloutNewVegas'', sharing the [=GameBryo=] engine with ''Morrowind'' and ''Fallout 3'', continues the trend and adds ItemCrafting, which uses borderline VendorTrash to create ammo and consumables ("How many duct tapes did I need to make the weapon repair kit?") The optional "Hardcore" mode adds, among other things, weight to your ammunition, with values from 0.01 ([=BBs=]) to 5 (mini nukes). Fortunately, you can still use your party members as pack mules.

to:

** ''FalloutNewVegas'', sharing the [=GameBryo=] engine with ''Morrowind'' and ''Fallout 3'', continues the trend and adds ItemCrafting, which uses borderline VendorTrash to create ammo and consumables ("How many duct tapes did I need to make the weapon repair kit?") The optional "Hardcore" mode adds, among other things, weight to your ammunition, with values from 0.01 0 ([=BBs=]) to 5 (mini nukes). Fortunately, you can still use your party members as pack mules.

Added: 465

Changed: 38

Is there an issue? Send a MessageReason:
None


*** If the number of items in a game-world location became too great, the game ported all of them into a special container bag dropped somewhere in that location. The limit is much lower in the xbox version.
** In ''{{Oblivion}}'' the limit is ridiculously low, and any high-level fighter equipment will take most of it, leaving hardly any space for loot. I would advise everybody to use a mod to at least double it, at which point it would still be annoying, but at least the game would be playable.

to:

*** If the number of items in a game-world location became too great, the game ported all of them into a special container bag dropped somewhere in that location. The limit is much lower in the xbox {{XBox}} version.
** In ''{{Oblivion}}'' ''{{Oblivion}}'', the limit is ridiculously low, low and any high-level fighter equipment will take most of it, leaving hardly any space for loot. I would advise everybody to use a mod to at least double it, at which point it would still be annoying, but at least the game would be playable.



**** Actually, a caveat there. Due to Oblivion's AI, if you spend any amount of time near items that you've dropped (thus allowing the AI to do low-level processing) theres a chance that they'll steal your stuff should they need it for any reason. Its far better of an idea to put your stuff in a container that doesn't 'respawn' (Where 'respawning' here means that the items within it go back to default after a set number of days). The Unofficial Elder Scrolls Pages wiki makes part of its purpose identifying such non-respawning containers. Many of them are at inns, or at end-of-quest-line earned home bases. All of the DLC-provided homes include at least one such chest.

to:

**** Actually, a caveat there. Due to Oblivion's AI, if you spend any amount of time near items that you've dropped (thus allowing the AI to do low-level processing) theres there's a chance that they'll steal your stuff should they need it for any reason. Its far better of an idea to put your stuff in a container that doesn't 'respawn' (Where 'respawning' here means that the items within it go back to default after a set number of days). The Unofficial Elder Scrolls Pages wiki makes part of its purpose identifying such non-respawning containers. Many of them are at inns, or at end-of-quest-line earned home bases. All of the DLC-provided homes include at least one such chest.



** The Warlock problem is the fact that for some their spells, Warlocks have to use their Drain Soul spell on mobs to create Soul Shards. They don't stack at all. Thus warlocks have to either carry a few and drain as they need them or carry a large supply in special bags that hold only Shards but take up one of the aforementioned bag slots. Cataclysm however hopes to rectify this somewhat.

to:

** The Warlock problem is the fact that for some their spells, Warlocks warlocks have to use their Drain Soul spell on mobs to create Soul Shards. They don't stack at all. Thus warlocks have to either carry a few and drain as they need them or carry a large supply in special bags that hold only Shards but take up one of the aforementioned bag slots. Cataclysm however hopes to rectify this somewhat.



** If you play the Pitt's quests, you lose your gear just outside. You then have the opportunity to collect about 200 pounds' worth of new gear, including four unique weapons and five unique suits of armour, on top of getting back all of your initial gear after winning your freedom. If you didn't know beforehand and stashed almost all of your gear in a safe place, you will be ditching a lot of it, fast traveling between the Pitt and your stash to collect it all.

to:

** If you play the Pitt's quests, you lose your gear just outside. You then have the opportunity to collect about 200 pounds' worth of new gear, including four unique weapons and five unique suits of armour, on top of getting back all of your initial gear after winning your freedom. If you didn't know beforehand and stashed stash almost all of your gear in a safe place, you will be ditching a lot of it, fast traveling between the Pitt and your stash to collect it all.



** ''FalloutNewVegas'', sharing the [=GameBryo=] engine with ''Morrowind'' and ''Fallout 3'', continues the trend and adds ItemCrafting, which uses borderline VendorTrash to create ammo and consumables ("How many duct tapes did I need to make the weapon repair kit?") The optional "Hardcore" mode adds, among other things, weight to your ammunition, with values from 0.01 ([=BBs=]) to 5 (mini nukes). Fortunately, you can still use your party members as pack mules.



* While not technically a videogame, a lot of thought appears to have gone into making the inventory mechanics for ''{{Homestuck}}'' as complicated as possible. In some cases, the main character has had to [[strike:pick up]] 'captchalogue' useless items just to get the item he actually wants to use out of his [[strike:inventory stack]] 'sylladex' so he can [[strike:pick it up]] captchalogue it AGAIN and then use it.
** Rules for which item a character can use vary depending on how many items they've picked up before or after the one they want to use, where the item falls in alphabetical order in relation to the other ones, or whether a value calculated by the number of consonants and vowels in the word matches the same value for the verb you want to use with the item, depending on the 'fetch modus' used. Items forced out of the inventory system due to lack of space tend to shoot out with enough force to break or maim whatever is in their path, which has been used to great effect in Strife.

to:

* While not technically a videogame, a lot of thought appears to have gone into making the inventory mechanics for ''{{Homestuck}}'' as complicated as possible. In some cases, the main character has had to [[strike:pick up]] 'captchalogue' "captchalogue" useless items just to get the item he actually wants to use out of his [[strike:inventory stack]] 'sylladex' "sylladex" so he can [[strike:pick it up]] captchalogue it AGAIN and then use it.
** Rules for which item a character can use vary depending on how many items they've picked up before or after the one they want to use, where the item falls in alphabetical order in relation to the other ones, or whether a value calculated by the number of consonants and vowels in the word matches the same value for the verb you want to use with the item, depending on the 'fetch modus' "fetch modus" used. Items forced out of the inventory system due to lack of space tend to shoot out with enough force to break or maim whatever is in their path, which has been used to great effect in Strife.



** Also averted by the Wayward Vagabond, who has no idea how to 'captchalogue' something, or what a 'sylladex' is, and simply picks stuff up.

to:

** Also averted by the Wayward Vagabond, who has no idea how to 'captchalogue' "captchalogue" something, or what a 'sylladex' "sylladex" is, and simply picks stuff up.



* {{Borderlands}} has this, though this is definately an encouragement to travel light more than anything. Any item takes one slot, you can get up to 42 in one playthrough via upgrades, and as you don't need many weapons or health kits for efficient combat, the surplus is always loot. And since so much of the guns you pick up are cheap VendorTrash...

to:

* {{Borderlands}} has this, though this is definately definitely an encouragement to travel light more than anything. Any item takes one slot, you can get up to 42 in one playthrough via upgrades, and as you don't need many weapons or health kits for efficient combat, the surplus is always loot. And since so much of the guns you pick up are cheap VendorTrash...



** It can also bring FridgeBrilliance. Said limit means that you want to depart lightly to maximize loot. Basically, armour, rifle with 300 rounds, set of favourite artifacts, sidearm, antirad, 3 medkits and bandages is more than enough (further weapons and consummables can easly be looted or bought). Which is just little more than NPC-s have on them. FridgeBrilliance as for me.

to:

** It can also bring FridgeBrilliance. Said limit means that you want to depart lightly to maximize loot. Basically, armour, rifle with 300 rounds, set of favourite artifacts, sidearm, antirad, 3 medkits and bandages is more than enough (further weapons and consummables consumables can easly be looted or bought). Which is just little more than NPC-s have on them. FridgeBrilliance as for me.

Added: 321

Removed: 320

Is there an issue? Send a MessageReason:
Moved Dragon Age section under Bioware


** ''DragonAge: Origins'' has a completely arbitrary limit on the number of items you can carry (or stacks of items, in the case of single-use things like salves and whatnot). You simply can't pick up any more items if your inventory is full. The limit can be raised to roughly twice the starting one by buying backpacks.



* ''DragonAge: Origins'' has a completely arbitrary limit on the number of items you can carry (or stacks of items, in the case of single-use things like salves and whatnot). You simply can't pick up any more items if your inventory is full. The limit can be raised to roughly twice the starting one by buying backpacks.
Is there an issue? Send a MessageReason:
None


* SurvivalHorror is duly notorious for imposing inventory limits. Here, the goal is largely to increase tension by stopping the player from ever carrying around as much ammunition and health kits as he'd like. This editor thinks that they could probably come up with a better way to increase tension if they really tried, and that if you're going to do something like that, you really shouldn't also dominate the genre with huge game-spanning {{Fetch Quest}}s.

to:

* SurvivalHorror is duly notorious for imposing inventory limits. Here, the goal is largely to increase tension by stopping the player from ever carrying around as much ammunition and health kits as he'd like. This editor thinks that they could There's probably come up with a better way to increase tension if they really tried, do this, and that if you're developers are going to do something like that, you they really shouldn't also dominate the genre with huge game-spanning {{Fetch Quest}}s.
Is there an issue? Send a MessageReason:
fixed red links


* The roleplaying game ''{{Paranoia}}'' sometimes plays with this by giving the PCs an impractically large amount of assigned equipment, which they ''have'' to take with them (or suffer hefty punishment for abandoning it).
** In the sample mission in the 2nd edition rulebook, the warehouse staff (having heard a treasonous rumor that the PCs are being sent on a doozy of a deathtrap mission) gleefully unload all the crap taking up valuable warehouse space, including thousands of ball bearings, a 1000-kilogram Teela-O-MLY statue, a [[http://en.wikipedia.org/wiki/Firkin firkin]] of neutronium...

to:

* The roleplaying game ''{{Paranoia}}'' sometimes plays with this by giving the PCs [=PCs=] an impractically large amount of assigned equipment, which they ''have'' to take with them (or suffer hefty punishment for abandoning it).
** In the sample mission in the 2nd edition rulebook, the warehouse staff (having heard a treasonous rumor that the PCs [=PCs=] are being sent on a doozy of a deathtrap mission) gleefully unload all the crap taking up valuable warehouse space, including thousands of ball bearings, a 1000-kilogram Teela-O-MLY statue, a [[http://en.wikipedia.org/wiki/Firkin firkin]] of neutronium...

Added: 244

Changed: 56

Is there an issue? Send a MessageReason:
None


*** John's, Rose's, and Dave's Fetch Modi (Stack/Queue, Tree, Hash, and Array) are all based on computing data structures. Jade's are instead based on various popular board games.

to:

*** John's, Rose's, and Dave's Fetch Modi (Stack/Queue, Tree, Hash, and Array) are all based on computing data structures.
***
Jade's Fetch Modi are instead based on various popular board games.games, such as Jenga, Memory, and Pictionary. She deserves special mention since she figures out how to use the Pictionary Modus to trick the system into giving her free upgrades.
Is there an issue? Send a MessageReason:
None


** The ''{{Diablo}}'' series had a pretty small GridInventory with very few stackable items, and the sequel adding a small trunk and [[HyperspaceArsenal Hypercube]], which meant lots of trekking back and forth to sell ur lewtz (use somebody else's town portal and save scrolls!). One trick to get around this in a solo or less jerky server is to just drop things on the ground back at base (although you need to stuff everything away before logging out,) which also defangs the only real bite that the game's DeathIsASlapOnTheWrist had.
*** And in the original Diablo, money took space in your inventory. Sure, it stacked, but the richer you were, the less room you had left in your inventory. Even worse, due to a glitch it became impossible to buy the best armor in the game because carrying enough gold to pay for it meant there wasn't enough room for the item itself!
*** The ''Lord of Destruction'' ExpansionPack for ''Diablo II'' turned inventory management into a legitimate part of the game with charms. Charms are magical objects of varying size that bestow their (totally cumulative) enchantments on you simply by being carried. This means that a player can choose between having more free inventory space, or having more enchantments from charms.

to:

** * The ''{{Diablo}}'' series had a pretty small GridInventory with very few stackable items, and the sequel adding a small trunk and [[HyperspaceArsenal Hypercube]], which meant lots of trekking back and forth to sell ur lewtz (use somebody else's town portal and save scrolls!). One trick to get around this in a solo or less jerky server is to just drop things on the ground back at base (although you need to stuff everything away before logging out,) which also defangs the only real bite that the game's DeathIsASlapOnTheWrist had.
*** ** And in the original Diablo, money took space in your inventory. Sure, it stacked, but the richer you were, the less room you had left in your inventory. Even worse, due to a glitch it became impossible to buy the best armor in the game because carrying enough gold to pay for it meant there wasn't enough room for the item itself!
*** ** The ''Lord of Destruction'' ExpansionPack for ''Diablo II'' turned inventory management into a legitimate part of the game with charms. Charms are magical objects of varying size that bestow their (totally cumulative) enchantments on you simply by being carried. This means that a player can choose between having more free inventory space, or having more enchantments from charms.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** That being said, at no point will you ever come across enough stuff to weigh you down unless you do it on purpose (picking up far too many throwing rocks, for example). By the time you reach the hard limit for strength for the game, you can carry everything with ease. Wizards and thieves don't even need to get to the hard limit (unless the thief insists on carrying dozens of throwing daggers), and fighters and paladins have heavier equipment with swords and heavy armor and shields, but since they're expected to develop their strength, it's not a concern.
Is there an issue? Send a MessageReason:
None


* From the third game onward, the ''MegaManBattleNetwork'' games feature an optional ? but very helpful ? literal Inventory Management Puzzle in the Navi Customizer. You can use a number of programs to give MegaMan benefits with four rules: Textured programs may not touch the Command Line, non-textured programs must touch the Command Line, programs of the same color may not be touch, and all used programs must fit within the allotted space.

to:

* From the third game onward, the ''MegaManBattleNetwork'' games feature an optional ? but very helpful ? literal Inventory Management Puzzle in the Navi Customizer. You can use a number of programs to give MegaMan Mega Man benefits with four rules: Textured programs may not touch the Command Line, non-textured programs must touch the Command Line, programs of the same color may not be touch, and all used programs must fit within the allotted space.

Changed: 500

Removed: 1244

Is there an issue? Send a MessageReason:
None


* ''[=~Baldur's Gate~=] I'' was especially bad, because the game wasn't paused in the item screen. So you had to do inventory management in safe areas, and good luck actually using one of the items they want you to use unless you have it in a quick use slot.
** ''MassEffect'' is pretty horrible about this as well. The upper limit of 150 items seems like a lot, until you consider that you're equipping 7 characters and that there are no less than 10 different categories of items. The fact that the game seems to love throwing you a dozen or more items in a single side quest doesn't help matters.
*** Since equipped items don't count toward the limit and there are no non-equippable items, you don't actually need to keep much of anything in your inventory. When you get a new item you either equip it on a character or sell it.
**** ''MassEffect'' also eased limitations with the ability to turn excess equipment into omnigel for other purposes. By the time a player has equipment up to max capacity, it's not really equipment anymore, it's loot, and by the time a player has that much loot, the exchange value doesn't matter so much anymore.
** What's worse is that when you hit the item limit you're forced to break down your most recently acquired items into omnigel, but you can't even choose which ones to break down and there is no way to get out of it, you have to ctrl-alt-del and kill the game process, then re-load the game, find a shop and sell your items or break down items you don't need before picking anything else up.
*** Or you could just man up and deal with losing an item or two, which is made pretty bearable by the fact that items are randomly generated and that every weapons locker, storage crate, and garbage can in the Mass Effect universe has two or three high-powered assault rifles or suits of combat armor in it.

to:

* ** ''[=~Baldur's Gate~=] I'' was especially bad, because the game wasn't paused in the item screen. So you had to do inventory management in safe areas, and good luck actually using one of the items they want you to use unless you have it in a quick use slot.
** ''MassEffect'' is pretty horrible about this as well. The upper had an inventory limit of 150 items, which is about 10 times more than you'll ever need since items seems like a lot, until you consider that you're equipping 7 characters and that there are no less than 10 different categories of items. The fact that the game seems to love throwing you a dozen or more items in a single side quest doesn't help matters.
*** Since
equipped items on a character don't count toward the limit and there are no non-equippable items, you don't actually items. At most you'll need to keep much of anything in your inventory. When you get a new item few spare [[ElementalRockPaperScissors ammo mods]] to switch based on enemy type, everything else is VendorTrash that you either equip it on a character or sell it.
**** ''MassEffect'' also eased limitations with the ability to turn excess equipment
or convert into omnigel for other purposes. By omnigel. The sequel got rid of the time a player has equipment up to max capacity, it's not really equipment anymore, it's loot, and by the time a player has that much loot, the exchange value doesn't matter so much anymore.
** What's worse is that when you hit the item limit you're forced to break down your most recently acquired items into omnigel, but you can't even choose which ones to break down and there is no way to get out of it, you have to ctrl-alt-del and kill the game process, then re-load the game, find a shop and sell your items or break down items you don't need before picking anything else up.
*** Or you could just man up and deal with losing an item or two, which is made pretty bearable by the fact that items are randomly generated and that every weapons locker, storage crate, and garbage can in the Mass Effect universe has two or three high-powered assault rifles or suits of combat armor in it.
inventory system completely.
Is there an issue? Send a MessageReason:
None


To make matters worse (and make the designer seem like a real jerk if he claims he's aiming for "realism") one of the things that keeps our limited carrying capacity in real life from being too onerous a burden is the fact that we can set things down. Far too often, a game will impose an inventory limit, but not implement any sophisticated notion of chucking stuff on a shelf or table, sticking it in a cupboard, or otherwise leaving it wherever you happen to be at the moment. Far more popular is to limit the player to only abandoning inventory items at certain special locations, or only giving the player the option to discard items outright, removing them from play altogether. If the designer decided to allow the player to drop things wherever he likes, dropped items may yet be subject to EverythingFades.

to:

To make matters worse (and make the designer seem like a real jerk if he claims he's [[MisaimedRealism aiming for "realism") "realism"]]) one of the things that keeps our limited carrying capacity in real life from being too onerous a burden is the fact that we can set things down. Far too often, a game will impose an inventory limit, but not implement any sophisticated notion of chucking stuff on a shelf or table, sticking it in a cupboard, or otherwise leaving it wherever you happen to be at the moment. Far more popular is to limit the player to only abandoning inventory items at certain special locations, or only giving the player the option to discard items outright, removing them from play altogether. If the designer decided to allow the player to drop things wherever he likes, dropped items may yet be subject to EverythingFades.
EverythingFades. The ability to transport more items in a vehicle is also often left out.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Even more frustrating in battles, when only 4 items were usable at all. On the other hand, abusing the training option enough makes it possible to ditch most weapon items since there will be stronger versions found soon anyway. The only items which should never be ditched are the TooAwesomeToUse Fanelia and Longinus Lance.

Added: 559

Changed: 2

Is there an issue? Send a MessageReason:
None


* While not technically videogame, a lot of thought appears to have gone into making the inventory mechanics for ''{{Homestuck}}'' as complicated as possible. In some cases, the main character has had to [[strike:pick up]] 'captchalogue' useless items just to get the item he actually wants to use out of his [[strike:inventory stack]] 'sylladex' so he can [[strike:pick it up]] captchalogue it AGAIN and then use it.

to:

* While not technically a videogame, a lot of thought appears to have gone into making the inventory mechanics for ''{{Homestuck}}'' as complicated as possible. In some cases, the main character has had to [[strike:pick up]] 'captchalogue' useless items just to get the item he actually wants to use out of his [[strike:inventory stack]] 'sylladex' so he can [[strike:pick it up]] captchalogue it AGAIN and then use it.


Added DiffLines:

*** The [[AllTrollsAreDifferent trolls']] assorted captchalogues are every bit as weird, including "encryption" (you have to decode it to get the item back), "chastity" (you'll coincidentally find the key to unlock it when the time is right), "ouija" (you get an item based on the whim of the spirits), "miracle" (so complex that getting ''anything'' out is a miracle) and "scratch and sniff" (...I have no idea).
*** Averted with John's Dad, who keeps his inventory in a [[BoringButPractical WALLET MODUS]] (he takes cards out of a serviceable brown wallet).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Parodied in [[http://forums.tigsource.com/index.php?topic=2455.0 S.T.A.C.K.E.R.]], a Tetris-like game based on S.T.A.L.K.E.R. and its inventory system.

Added: 375

Changed: 373

Is there an issue? Send a MessageReason:
None


* The roleplaying game ''{{Paranoia}}'' sometimes plays with this by giving the PCs an impractically large amount of assigned equipment, which they ''have'' to take with them (or suffer hefty punishment for abandoning it). In the sample mission in the 2nd edition rulebook, the warehouse staff (having heard a treasonous rumor that the PCs are being sent on a doozy of a deathtrap mission) gleefully unload all the crap taking up valuable warehouse space, including thousands of ball bearings, a 1000-kilogram Teela-O-MLY statue, a [[http://en.wikipedia.org/wiki/Firkin firkin]] of neutronium...

to:

* The roleplaying game ''{{Paranoia}}'' sometimes plays with this by giving the PCs an impractically large amount of assigned equipment, which they ''have'' to take with them (or suffer hefty punishment for abandoning it). it).
**
In the sample mission in the 2nd edition rulebook, the warehouse staff (having heard a treasonous rumor that the PCs are being sent on a doozy of a deathtrap mission) gleefully unload all the crap taking up valuable warehouse space, including thousands of ball bearings, a 1000-kilogram Teela-O-MLY statue, a [[http://en.wikipedia.org/wiki/Firkin firkin]] of neutronium...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The roleplaying game ''{{Paranoia}}'' sometimes plays with this by giving the PCs an impractically large amount of assigned equipment, which they ''have'' to take with them (or suffer hefty punishment for abandoning it). In the sample mission in the 2nd edition rulebook, the warehouse staff (having heard a treasonous rumor that the PCs are being sent on a doozy of a deathtrap mission) gleefully unload all the crap taking up valuable warehouse space, including thousands of ball bearings, a 1000-kilogram Teela-O-MLY statue, a [[http://en.wikipedia.org/wiki/Firkin firkin]] of neutronium...

Added: 241

Changed: 4

Is there an issue? Send a MessageReason:
None


* ''Disgaea'' had a pretty large inventory limit, but as the game tended to give you many items for winning battles, as well as plenty of reasons to keep old items such as raiding them for specialists and keeping a lot of Gencys on hand, it could fill up fast. Thankfully, a clever person could make a good 100 dummy generics to use their three slots each to hold extra items.

to:

* ''Disgaea'' ''{{Disgaea}}'' had a pretty large inventory limit, but as the game tended to give you many items for winning battles, as well as plenty of reasons to keep old items such as raiding them for specialists and keeping a lot of Gencys on hand, it could fill up fast. Thankfully, a clever person could make a good 100 dummy generics to use their three slots each to hold extra items.items.
* ''{{Dubloon}}'''s inventory can hold up to 32 ''kinds'' of items (but their quantity can be infinite). Not to mention your crew, of which each member can equip only ''one'' item. Yes, wearing a glove makes you automatically unequip armour.
Is there an issue? Send a MessageReason:
None


** Thankfully, some Special Items don't count toward your 12-item limit (for example, a sheath that hides the [[InfinityPlusOneWeapon Sommerswerd]] from evil eyes), and while Meals count toward Backpack inventory, learning Hunting allows you to leave them behind entirely for most areas.

to:

** Thankfully, some Special Items don't count toward your 12-item limit (for example, a sheath that hides the [[InfinityPlusOneWeapon [[InfinityPlusOneSword Sommerswerd]] from evil eyes), and while Meals count toward Backpack inventory, learning Hunting allows you to leave them behind entirely for most areas.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Thankfully, some Special Items don't count toward your 12-item limit (for example, a sheath that hides the [[InfinityPlusOneWeapon Sommerswerd]] from evil eyes), and while Meals count toward Backpack inventory, learning Hunting allows you to leave them behind entirely for most areas.

Added: 962

Changed: 174

Is there an issue? Send a MessageReason:
None


* ''{{Breath of Fire}}: Dragon Quarter'' featured an incredibly tight inventory limit. While you could carry practically any number of a particular ''type'' of item, the types were very limited, and had to include healing items, stat raising items, traps, etc.

to:

* ''{{Breath of Fire}}: Dragon Quarter'' featured an incredibly tight inventory limit. While you limit.
** You would begin the game with exactly ten slots in your inventory. You
could get up to thirty extra slots, but they were entirely optional, and missable.
** Each slot could only hold one type of item (Heal Kits, Fairy Drops, Save Tokens, unappraised weapons, etc.).
** You could technically
carry practically any number of a particular ''type'' type of expendable item, but each slot could hold only up to 10; any more, and the types were very limited, excess amount would have to occupy a new slot (11-20 required two slots, 21-30 required three, etc.).
** Despite the above rule, only one piece of unappraised equipment could ever fit in an inventory slot. Equipment that you picked up in dungeons was therefore guaranteed to flood most of your inventory.
** You could leave your items
and equipment with a character that acted as a storage service, but incomprehensibly, the amount of space they had available was usually less than what you had, making it nearly useless, except for carrying items over to include healing items, stat raising items, traps, etc.a new game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** However, it should be noted that items you wear (shoes, gloves, glasses, the cape or jetpack, the parachute) and a few other special items (the ankh and the Hedjet Eye) are "equipped" and take up no inventory space, as opposed to the "carried" items you can only have one of. And the game won't even stop you from wearing both gloves or both shoes at the same time.


Added DiffLines:

** The same is true of Circle Of the Moon, except that with no store you had to actually farm for your pile of 99 spicy meats or whatever.

Top