History Main / InventoryManagementPuzzle

4th Jun '16 9:52:25 AM nombretomado
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* The PS2 game ''VideoGame/DisasterReport'' and its sequel, ''Raw Danger'', had a backpack that carried all your stuff. Since the game was designed as a survival game where speed was more important that carrying everything you could find, you had to make hard choices about what you wanted to carry, as what seemed useful could be useless later. As the game progressed you can get better backpacks with more space, starting with an emergency field aid bag and ending up with a massive camping bag that ''still'' couldn't hold everything you wanted.

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* The PS2 [=PS2=] game ''VideoGame/DisasterReport'' and its sequel, ''Raw Danger'', had a backpack that carried all your stuff. Since the game was designed as a survival game where speed was more important that carrying everything you could find, you had to make hard choices about what you wanted to carry, as what seemed useful could be useless later. As the game progressed you can get better backpacks with more space, starting with an emergency field aid bag and ending up with a massive camping bag that ''still'' couldn't hold everything you wanted.
3rd Jun '16 9:08:33 PM MyFinalEdits
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** The system is also used in the post-apocalyptic ''Literature/FreewayWarrior'' series by the same author, with the additional rule that you lose stealth if you have more items. Oddly, you aren't able to store items excess items in the car you spend most of your time driving.

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** * The system is also used in the post-apocalyptic ''Literature/FreewayWarrior'' series by the same author, with the additional rule that you lose stealth if you have more items. Oddly, you aren't able to store items excess items in the car you spend most of your time driving.
3rd Jun '16 1:14:11 PM pi4t
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* The ''Literature/LoneWolf'' gamebook series lets you have 8 backpack items and around 12 Special Items. It can get really hard to decide what to throw out, especially when you continue and find out that one of the things you threw out, thinking it was useless, is for a puzzle in the current book which you now can't do. Thankfully, some Special Items don't count toward your 12-item limit (for example, a sheath that hides the [[InfinityPlusOneSword Sommerswerd]] from evil eyes), and while Meals count toward Backpack inventory, learning Hunting allows you to leave them behind entirely for most areas.
* A choose-your-path book series set in a post apocalyptic Texas handles the situation rather egregiously, setting a backpack limit which would increasingly hinder your stealth abilities and forcing you to abandon items to replace them with new ones or regain said stealth. All this to a character who owns a vehicle he is never an hour's walk from, with no option to use, say, the trunk to hold the excess items!

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* The ''Literature/LoneWolf'' gamebook series lets you have 8 backpack items and around 12 Special Items. It can get really hard to decide what to throw out, especially when you continue and find out that one of the things you threw out, thinking it was useless, is for a puzzle in the current book which you now can't do. Thankfully, some Special Items don't count toward your 12-item limit (for example, a sheath that hides the [[InfinityPlusOneSword Sommerswerd]] from evil eyes), and while Meals count toward Backpack inventory, learning Hunting allows you to leave them behind entirely for most areas.
* A choose-your-path book
areas. You can also store items for safekeeping between books.
** The system is also used in the post-apocalyptic ''Literature/FreewayWarrior''
series set in a post apocalyptic Texas handles by the situation rather egregiously, setting a backpack limit which would increasingly hinder your same author, with the additional rule that you lose stealth abilities and forcing if you have more items. Oddly, you aren't able to abandon store items to replace them with new ones or regain said stealth. All this to a character who owns a vehicle he is never an hour's walk from, with no option to use, say, the trunk to hold the excess items!items in the car you spend most of your time driving.
26th May '16 6:48:06 AM TheOneWhoTropes
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* ''XMenLegends 2'' infuriated many players with its inventory management system. There were set limits on the number of pieces of equipment the player's party could carry, and there was a set limit on the number of pieces of equipment that could be stored, but taking up more than half the space in the storage inventory forced the player to run the risk of the game glitching in various and sundry ways. Making things worse, the player could not simply leave pieces of equipment laying on the ground, because those would also count toward the overall total, eventually resulting in the same glitch. Thus, the only way to keep the game from glitching out halfway through was to periodically sell off piles of equipment to Forge, the only way to eliminate a piece of equipment altogether.

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* ''XMenLegends ''VideoGame/XMenLegends 2'' infuriated many players with its inventory management system. There were set limits on the number of pieces of equipment the player's party could carry, and there was a set limit on the number of pieces of equipment that could be stored, but taking up more than half the space in the storage inventory forced the player to run the risk of the game glitching in various and sundry ways. Making things worse, the player could not simply leave pieces of equipment laying on the ground, because those would also count toward the overall total, eventually resulting in the same glitch. Thus, the only way to keep the game from glitching out halfway through was to periodically sell off piles of equipment to Forge, the only way to eliminate a piece of equipment altogether.
7th May '16 11:36:10 PM tadaru
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* Amazon Prime Pantry is a simple example. Each box has a flat shipping rate, and each item is listed with what percentage of the capacity it will take up..

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* Amazon Prime Pantry is a simple example. Each box has a flat shipping rate, and each item is listed with what percentage of the capacity it will take up..up.
7th May '16 11:35:53 PM tadaru
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* Amazon Prime Pantry is a simple example. Each box has a flat shipping rate, and each item is listed with what percentage of the capacity it will take up..
24th Mar '16 10:44:33 AM KamenRiderOokalf
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* Famously averted in the ''SilentHill'' series, which allowed you to carry infinite items... at least until ''VideoGame/SilentHill4: The Room'' came out and imposed an inventory limit. ''[[VideoGame/SilentHillOrigins Origins]]'' and ''[[VideoGame/SilentHillHomecoming Homecoming]]'' both followed suit.

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* Famously averted in the ''SilentHill'' ''Franchise/SilentHill'' series, which allowed you to carry infinite items... at least until ''VideoGame/SilentHill4: The Room'' came out and imposed an inventory limit. ''[[VideoGame/SilentHillOrigins Origins]]'' and ''[[VideoGame/SilentHillHomecoming Homecoming]]'' both followed suit.
29th Feb '16 7:20:18 PM MyFinalEdits
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** ''VideoGame/BaldursGate 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. The sequel added container items such as gem bags and scroll boxes (and eventually even all-purpose [[BagOfHolding Bags Of Holding]]), which allowed the player to compress their respective item types into a single inventory slot, as such items take up much less space than 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.
** What was rather perverse about the Infinity Engine was that gems, which in tabletop, pencil-and-paper ''TabletopGame/DungeonsAndDragons'', were primarily useful to characters precisely as a way of carrying a lot of wealth in a small, light-weight form, take up an inventory slot and weigh you down, whereas cash apparently has no mass or volume. So you can carry an infinite number of gold coins, but only a very limited number of gems or pieces of jewelry. It will pretty quickly stop being worth your while to bother with any but the most valuable gems and pieces of jewelry.
** ''VideoGame/MassEffect1'' had an inventory limit of 150 items, which is about 10 times more than you'll ever need since items equipped on a character don't count and there are no non-equippable items. While the item limit was certainly higher than a player would need, the system did still have its share of other management issues. For example, if you opened an item container with a full inventory, you would be forced to reduce all the items inside into omni-gel, since you can't pick them up. The option of leaving them there or destroying some of the VendorTrash in your inventory instead was not available. As well, just navigating the inventory interface 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 discarded in the sequel, [[TheyChangedItNowItSucks there were many angry cries of throwing babies out with dirty bathwater]].
*** This only applies to the Game Console versions. On PC, a configuration file could be changed to increase this limit to an almost arbitrary value.

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** ''VideoGame/BaldursGate I'' was especially bad, because the game wasn't isn't paused in the item screen. So you had have 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. The sequel added container items such as gem bags and scroll boxes (and eventually even all-purpose [[BagOfHolding Bags Of Holding]]), which allowed allow the player to compress their respective item types into a single inventory slot, as such items take up much less space than a sword. It is also worth noting that in addition to having a slot based inventory, each item also had has its own weight, with the upper weight limit defined by each characters' respective strength attribute.
** What was rather What's perverse about the Infinity Engine was is that gems, which in tabletop, pencil-and-paper ''TabletopGame/DungeonsAndDragons'', were are primarily useful to characters precisely as a way of carrying a lot of wealth in a small, light-weight form, take up an inventory slot and weigh you down, whereas cash apparently has no mass or volume. So you can carry an infinite number of gold coins, but only a very limited number of gems or pieces of jewelry. It will pretty quickly stop being worth your while to bother with any but the most valuable gems and pieces of jewelry.
** The console versions of ''VideoGame/MassEffect1'' had have an inventory limit of 150 items, which is about 10 times more than you'll ever need since items equipped on a character don't count and there are no non-equippable items. While the item limit was is certainly higher than a player would need, the system did still have has its share of other management issues. For example, if you opened open an item container with a full inventory, you would be are forced to reduce all the items inside into omni-gel, since you can't pick them up. The option of leaving them there or destroying some of the VendorTrash in your inventory instead was is not available. As well, just navigating the inventory interface was is a hassle, requiring the player to jump about comparing items to make sure that each party member had has the best equippment available. Still, when the inventory system was discarded in the sequel, [[TheyChangedItNowItSucks there were many angry cries of throwing babies out with dirty bathwater]].
*** This only applies to the Game Console versions. On PC, a configuration file could be changed to increase this limit to an almost arbitrary value.
bathwater]].



** The "Infinity" gameworlds were persistent, leaving items, doors and other objects exactly as you last saw them (even inside a thieves' guild!)? except that some major game events would be done by swapping the old "map" of an area for a slightly different one. Your dropped items still existed, but in an un-place that was no longer accessible.

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** The "Infinity" gameworlds were are persistent, leaving items, doors and other objects exactly as you last saw see them (even inside a thieves' guild!)? guild), except that some major game events would can be done by swapping the old "map" of an area for a slightly different one. Your dropped items still existed, exist, but in an un-place that was is no longer accessible.
29th Feb '16 3:21:41 PM Jappus
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*** This only applies to the Game Console versions. On PC, a configuration file could be changed to increase this limit to an almost arbitrary value.
12th Feb '16 10:36:48 AM Prfnoff
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* ''UltimaOnline'' assigns a weight to each item. Carrying too much weight makes your character's stamina decrease as he walks. When the stamina hits zero, your character can't move until his stamina slowly recharges. However, since your character could move items within several tiles with no penalties, many players simply picked up a heavy item, put it down a few tiles away, and played leapfrog with it until they reached their destination.
* Blizzard's ''WorldOfWarcraft'' {{MMORPG}} limits the player to 5 bags of stuff to carry around with you. You can increase the size of your bags by buying better bags, but you eventually run into an upper limit. The frustration of this comes into play when you've got several entire sets of equipment to lug around because you might need each set for different tasks, between which you won't be able to go back to your bank (which is an additional storage area that's also limited in size by more expensive bags, but cannot be accessed except in large cities). This is frustrating because even the smallest items in the game (for instance, a single fragment of bone) takes up the same space in your bags as sword that's taller than your character. Small items can sometimes "stack" to varying degrees in one bag slot, but sometimes cannot (Warlocks can attest most loudly to this inconsistency). Changes to the mechanisms of the game over time have made this alternately better or worse. Some items such as mounts or companion pets (or keys) have their own (unlimited) storage grid and do not take up inventory space. On the down side, in an attempt to address the above Warlock problem, the game placed a hard cap on the number of shards that warlocks could carry ''ever,'' regardless of how much bag space they have free. Since a player may have up to ten characters on any single server at once (and 50 total characters per account), many players dedicate a single character on one account/server to being a ''bank alt'', which first of all allows them to use a single character's allotment of space for pure storage, and secondly to have one character located in a city where bank and auction house are within a few seconds' walk of each other (usually Stormwind or Orgrimmar). This has been expanded upon somewhat by enterprising players who start their own guilds on bank alt characters purely to gain access to the massive (compared with individual bank space, anyway) guild bank tab system.

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* ''UltimaOnline'' ''VideoGame/UltimaOnline'' assigns a weight to each item. Carrying too much weight makes your character's stamina decrease as he walks. When the stamina hits zero, your character can't move until his stamina slowly recharges. However, since your character could move items within several tiles with no penalties, many players simply picked up a heavy item, put it down a few tiles away, and played leapfrog with it until they reached their destination.
* Blizzard's ''WorldOfWarcraft'' {{MMORPG}} ''VideoGame/WorldOfWarcraft'' limits the player to 5 bags of stuff to carry around with you. You can increase the size of your bags by buying better bags, but you eventually run into an upper limit. The frustration of this comes into play when you've got several entire sets of equipment to lug around because you might need each set for different tasks, between which you won't be able to go back to your bank (which is an additional storage area that's also limited in size by more expensive bags, but cannot be accessed except in large cities). This is frustrating because even the smallest items in the game (for instance, a single fragment of bone) takes up the same space in your bags as sword that's taller than your character. Small items can sometimes "stack" to varying degrees in one bag slot, but sometimes cannot (Warlocks can attest most loudly to this inconsistency). Changes to the mechanisms of the game over time have made this alternately better or worse. Some items such as mounts or companion pets (or keys) have their own (unlimited) storage grid and do not take up inventory space. On the down side, in an attempt to address the above Warlock problem, the game placed a hard cap on the number of shards that warlocks could carry ''ever,'' regardless of how much bag space they have free. Since a player may have up to ten characters on any single server at once (and 50 total characters per account), many players dedicate a single character on one account/server to being a ''bank alt'', which first of all allows them to use a single character's allotment of space for pure storage, and secondly to have one character located in a city where bank and auction house are within a few seconds' walk of each other (usually Stormwind or Orgrimmar). This has been expanded upon somewhat by enterprising players who start their own guilds on bank alt characters purely to gain access to the massive (compared with individual bank space, anyway) guild bank tab system.



* In ''SecondLife'', Rezzing (placing in-world in a usable form) can often only be done on land you own or rent. The number of items a piece of land can hold is a function of the land's size and the complexity of the items, so it becomes an Not-in-Inventory Management Puzzle, instead. ("I can put up my castle if I pack away my space-station first, or I can have both if I choose simpler furniture.")
* ''MapleStory'' has inventory limits that vary by class. Since EverythingFades (and other players can freely come and take your dropped items), this can get frustrating. Oh, and the less creative quests often require you to not only hunt 1000 monster drop items, but to hand them all in at once. So in addition to the hours and hours of grinding you need to reserve no less than five inventory spots...starting right around the time when you're high enough a level that you've amassed a full inventory of items. But never fear, as you can use real money to buy extra slots.

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* In ''SecondLife'', ''VideoGame/SecondLife'', Rezzing (placing in-world in a usable form) can often only be done on land you own or rent. The number of items a piece of land can hold is a function of the land's size and the complexity of the items, so it becomes an Not-in-Inventory Management Puzzle, instead. ("I can put up my castle if I pack away my space-station first, or I can have both if I choose simpler furniture.")
* ''MapleStory'' ''VideoGame/MapleStory'' has inventory limits that vary by class. Since EverythingFades (and other players can freely come and take your dropped items), this can get frustrating. Oh, and the less creative quests often require you to not only hunt 1000 monster drop items, but to hand them all in at once. So in addition to the hours and hours of grinding you need to reserve no less than five inventory spots...starting right around the time when you're high enough a level that you've amassed a full inventory of items. But never fear, as you can use real money to buy extra slots.
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