History Main / InventoryManagementPuzzle

7th Feb '17 5:19:49 AM GrammarNavi
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* Directly as a puzzle (the classic InventoryManagementPuzzle is [[FoxChickenGrainPuzzle the brain-teaser in which you must transport a fox, a hen, and some grain across a bridge that will only bear the weight of one item at a time)]]

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* Directly as a puzzle (the classic InventoryManagementPuzzle Inventory Management Puzzle is [[FoxChickenGrainPuzzle the brain-teaser in which you must transport a fox, a hen, and some grain across a bridge that will only bear the weight of one item at a time)]]
26th Jan '17 12:41:16 PM TheSinful
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*** Warlords of Dranor finally averted some of the more painful management. Quest items are removed from bags and fun little toys and Heirlooms (but not tabards...yet, at least) are stored in a separate UI interface. Crafting items stack up 200, freeing up some much needed space for crafters. You're also able to craft items from stuff you have in your bank directly, no matter where you are, removing the need to swap the item or the bag holding them into your inventory/bag bar.

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*** Warlords of Dranor Draenor finally averted some of the more painful management. Quest items are removed from bags and fun little toys and Heirlooms (but not tabards...yet, at least) are stored in a separate UI interface. Crafting items stack up 200, freeing up some much needed space for crafters. You're also able to craft items from stuff you have in your bank directly, no matter where you are, removing the need to swap the item or the bag holding them into your inventory/bag bar. It also introduced the reagents bag in banks. For 100 gold, you unlock a 100 slot bag (over triple the next largest in the game) for your bank that could hold any reagents for various professions such as herbs, ore, or food. Furthermore, the reagents bag didn't count as one of your banks seven bags.
*** The Legion expansion helped with bank storage by revamping transmogrification. Before, in order to transmog a certain item's appearance, you had to have it in your bank, bags, or void storage on that character. Legion changed so that once it was soulbound to one of your characters, all of them had access to it and you could simply sell it for gold.



** 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. leading many veteran Diablo players to drop off the gold they had in Tristram's town square on solo runs. 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!

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** In the original ''Diablo'', money took space in your inventory. Sure, Sure it stacked, but the richer you were, the less room you had left in your inventory. inventory, leading many veteran Diablo players to drop off the gold they had in Tristram's town square on solo runs. 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!
5th Jan '17 5:18:42 AM Gosicrystal
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To make matters worse 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, [[MisaimedRealism 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 storing items at certain special locations, usually subject to their own inventory limits. Or only giving the player the option to discard items outright, [[LostForever 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. The ability to transport more items in a vehicle is also often left out.

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To make matters worse 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, [[MisaimedRealism 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 storing items at certain special locations, usually subject to their own inventory limits. Or only giving the player the option to discard items outright, [[LostForever [[PermanentlyMissableContent 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. The ability to transport more items in a vehicle is also often left out.



* ''VideoGame/DarkCloud''. Nothing stacked. Multiple different items keyed to curing one status ailment each. Each character has limited inventory space for his or her own weapons and can't carry anyone else's. You'll need multiple weapon repair items per dungeon floor or your weapons will break and be LostForever. Not to mention the ridiculous "thirst meter." It was a major reward to be able to carry 10 more items.

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* ''VideoGame/DarkCloud''. ''VideoGame/DarkCloud'': Nothing stacked. Multiple different items keyed to curing one status ailment each. Each character has limited inventory space for his or her own weapons and can't carry anyone else's. You'll need multiple weapon repair items per dungeon floor or your weapons will break and be LostForever.[[PermanentlyMissableContent lost forever]]. Not to mention the ridiculous "thirst meter." It was a major reward to be able to carry 10 more items.



** Made even more infuriating when you finish the game's plot and get the "Item Completion Event" and have to collect one of every item. Since your inventory space is limited, you have to carry around rare LostForever items until the end of the game. No matter how useless they later become (because you get far better weapons/armour).

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** Made even more infuriating when you finish the game's plot and get the "Item Completion Event" and have to collect one of every item. Since your inventory space is limited, you have to carry around rare LostForever {{Permanently Missable|Content}} items until the end of the game. No matter how useless they later become (because you get far better weapons/armour).
27th Dec '16 10:35:51 AM Materioptikon
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Added DiffLines:

* In ''VideoGame/EtrianOdyssey'', you have a single inventory for every item, combining medicines, exploration items, and even enemy drops. It has a fixed size, and items ''do not stack''. This requires a careful balance of priceless space between medicines, Warp Wires, and how much are you willing to bet to find certain enemies to harvest.
4th Sep '16 8:53:06 AM eroock
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->''It sucks when you've narrowed down the candidates for being discarded forever between a magical gold-plated dragonfly that grants wishes and the holy grail.''
-->--''Webcomic/AwkwardZombie''

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->''It ->''"It sucks when you've narrowed down the candidates for being discarded forever between a magical gold-plated dragonfly that grants wishes and the holy grail.''
-->--''Webcomic/AwkwardZombie''
"''
-->-- ''Webcomic/AwkwardZombie''
11th Aug '16 9:22:12 AM htuttle
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* The ''{{X-Com}}'' games gave each soldier a backpack, belt, shoulder and thigh straps, and two hands to hold their gear. Each location had a differently sized grid and varying TU costs to move to other locations. Then you had to factor in equipment weight (armour is curiously weightless) and its effect on stamina. Oh, and programming limitations only allowed you to bring 80 pieces of gear on a mission. This counts guns and magazines separately. The 80 item limit is {{egregious}} on base defense missions, when the available equipment is selected from the base's stores. If you've got a big pile of Earth weapons still, you won't be using your Heavy Plasmas. Or worse, a lot of clips but no weapons!

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* The ''{{X-Com}}'' ''[[{{VideoGame/XCOM}} X-COM]]'' games gave each soldier a backpack, belt, shoulder and thigh straps, and two hands to hold their gear. Each location had a differently sized grid and varying TU costs to move to other locations. Then you had to factor in equipment weight (armour is curiously weightless) and its effect on stamina. Oh, and programming limitations only allowed you to bring 80 pieces of gear on a mission. This counts guns and magazines separately. The 80 item limit is {{egregious}} on base defense missions, when the available equipment is selected from the base's stores. If you've got a big pile of Earth weapons still, you won't be using your Heavy Plasmas. Or worse, [[ItWorksBetterWithBullets a lot of clips but no weapons!weapons!]]
4th Aug '16 1:42:12 AM PaulA
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* They made a whole game almost out of this alone in 2009's ''TheVoid''. Most of the game is about collecting Color, which amounts to food for your soul, without which, you fade out of existence, processing it in your Hearts, turning it into Nerva which is then used to fuel your travel, planting and mining more Color, combat and feeding the NPC Sisters to get them to help you. And surprisingly enough it works, keeping you on edge constantly, because any resource management mistake can be lethal.

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* They made a whole game almost out of this alone in 2009's ''TheVoid''.''VideoGame/TheVoid''. Most of the game is about collecting Color, which amounts to food for your soul, without which, you fade out of existence, processing it in your Hearts, turning it into Nerva which is then used to fuel your travel, planting and mining more Color, combat and feeding the NPC Sisters to get them to help you. And surprisingly enough it works, keeping you on edge constantly, because any resource management mistake can be lethal.
30th Jul '16 3:43:56 AM Morgenthaler
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* ''UltimaVII'' and ''UltimaVIIPartII'' did this in an interesting way. Besides the standard numerical weight and size limits, the size of an object's sprite factored in. Inventory was not handled as a list or even a grid, but a huge pile of sprites that could be dragged freely around the (2-dimensional) interior of a container. The Inventory Management Puzzle was less Tetris and more Eye Spy.

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* ''UltimaVII'' ''VideoGame/UltimaVII'' and ''UltimaVIIPartII'' ''VideoGame/UltimaVIIPartII'' did this in an interesting way. Besides the standard numerical weight and size limits, the size of an object's sprite factored in. Inventory was not handled as a list or even a grid, but a huge pile of sprites that could be dragged freely around the (2-dimensional) interior of a container. The Inventory Management Puzzle was less Tetris and more Eye Spy.



* In ''{{Everquest}} 2'', not only are you physically limited to the amount of slots you have for inventory, each item has a specific weight and the amount that you can carry is restricted to a factor of your current strength; carrying more slows down your movement speed. Therefore, in the early stages of your character you are severely limited to what you can carry, but after enough levels you'll be able to carry six steel strongboxes and several dozen suits of armor with little difficulty.

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* In ''{{Everquest}} ''VideoGame/{{Everquest}} 2'', not only are you physically limited to the amount of slots you have for inventory, each item has a specific weight and the amount that you can carry is restricted to a factor of your current strength; carrying more slows down your movement speed. Therefore, in the early stages of your character you are severely limited to what you can carry, but after enough levels you'll be able to carry six steel strongboxes and several dozen suits of armor with little difficulty.



* ''DungeonSiege'' doesn't even try to hide how cruel it is with this trope. Rather than giving you any way to expand the inventory of your characters, it lets you sacrifice a party slot for a ''pack mule'' that has a bigger inventory but cannot fight or level up. The expansion alleviated this somewhat with the introduction of inventory-expanding backpacks ([[FridgeLogic then how were you carrying everything before?]]). However the "Transmute" spell alleviates this somewhat - you can transmute most items to gold for a percentage loss in value compared to selling them direct. Unfortunately you are not guaranteed to find the spell before your inventory maxes out.

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* ''DungeonSiege'' ''VideoGame/DungeonSiege'' doesn't even try to hide how cruel it is with this trope. Rather than giving you any way to expand the inventory of your characters, it lets you sacrifice a party slot for a ''pack mule'' that has a bigger inventory but cannot fight or level up. The expansion alleviated this somewhat with the introduction of inventory-expanding backpacks ([[FridgeLogic then how were you carrying everything before?]]). However the "Transmute" spell alleviates this somewhat - you can transmute most items to gold for a percentage loss in value compared to selling them direct. Unfortunately you are not guaranteed to find the spell before your inventory maxes out.
13th Jul '16 11:52:04 AM StFan
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** In the [[VideoGame/HarvestMoonOriginalSeries very first one]], you can only have two tools equipped at a time.. and you can only ever carry ONE item, which made harvesting and gift-giving a real pain in the ass sometimes.

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** In the [[VideoGame/HarvestMoonOriginalSeries [[VideoGame/HarvestMoon1 very first one]], you can only have two tools equipped at a time..time... and you can only ever carry ONE item, which made harvesting and gift-giving a real pain in the ass sometimes.






* Annoyingly used in ''FireEmblem'', where each character can only carry 5 objects, and dropping 1 makes it vanish FOREVER!. However, you can leave items with merchants. The majority of the time items can be sent to the convoy on receiving them if the character doesn't have enough room to hold them, and items only get drop-lost when the character is manually directed to drop them... the uses for which are vanishingly small.
** ''Path of Radiance'' lets you have 4 items and 4 weapons, whereas ''Radiant Dawn'' has a full 7 slots that you can use stuff with. ''Genealogy of the Holy War'' and ''Thracia 776'' had the same system as ''Radiant Dawn'', whereas ''Mystery of the Emblem'' has the same system as ''Path of Radiance''.
* In the Genesis ''ShiningForce'' games, each character is limited to four items. Including their weapon (there's no armor in either game) and their magic ring if they're using one. Fortunately, the first game allows you to store stuff in your Headquarters, and the second game lets you store items in the Caravan once you're about a third of the way into the game.
* ''OgreBattle 64: Person of Lordly Caliber'', a unit could only carry up to ten consumable items. This doesn't seem so bad, except for the fact that units can be made of five characters, which averages to two items per character. To make matters worse, when a unit travels on a stage, a meter that measures fatigue fills up rather quickly. There are special items can be used to lower fatigue, but they take up item slots that could be used for healing items. This is nothing to say about the cost of the items relative to the amount of money you receive in this game.

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* Annoyingly used in ''FireEmblem'', ''VideoGame/FireEmblem'', where each character can only carry 5 objects, and dropping 1 makes it vanish FOREVER!. However, you can leave items with merchants. The majority of the time items can be sent to the convoy on receiving them if the character doesn't have enough room to hold them, and items only get drop-lost when the character is manually directed to drop them... the uses for which are vanishingly small.
**
small. ''Path of Radiance'' lets you have 4 items and 4 weapons, whereas ''Radiant Dawn'' has a full 7 slots that you can use stuff with. ''Genealogy of the Holy War'' and ''Thracia 776'' had the same system as ''Radiant Dawn'', whereas ''Mystery of the Emblem'' has the same system as ''Path of Radiance''.
* In the Genesis ''ShiningForce'' ''VideoGame/ShiningForce'' games, each character is limited to four items. Including their weapon (there's no armor in either game) and their magic ring if they're using one. Fortunately, the first game allows you to store stuff in your Headquarters, and the second game lets you store items in the Caravan once you're about a third of the way into the game.
* ''OgreBattle ''VideoGame/OgreBattle 64: Person of Lordly Caliber'', a unit could only carry up to ten consumable items. This doesn't seem so bad, except for the fact that units can be made of five characters, which averages to two items per character. To make matters worse, when a unit travels on a stage, a meter that measures fatigue fills up rather quickly. There are special items can be used to lower fatigue, but they take up item slots that could be used for healing items. This is nothing to say about the cost of the items relative to the amount of money you receive in this game.



* The system is 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.
* Some books in the ''[[Literature/TimeMachineSeries Time Machine]]'' gamebook series allow you to choose an item to take with you to the past. So, you can take a tiny compass... a tiny lockpick... OR a huge unwieldy scary mask, but only ONE of these. (And heaven help you if you [[UnwinnableByDesign choose the wrong one.]])

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* The system is 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.
* Some books in the ''[[Literature/TimeMachineSeries Time Machine]]'' ''Literature/{{Time Machine|Series}}'' gamebook series allow you to choose an item to take with you to the past. So, you can take a tiny compass... a tiny lockpick... OR a huge unwieldy scary mask, but only ONE of these. (And heaven help you if you [[UnwinnableByDesign choose the wrong one.]])



* The roleplaying game ''TabletopGame/{{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...
* ''TabletopGame/DungeonsAndDragons'' mostly gets by with a weight limit determined by your strength (and a few factors like your race's size and number of legs) and some common sense from the DM ("No you can't pick up the castle and bring it with you, I don't care how many 1 copper piece a day hirelings you can afford"). D&D is also the TropeNamer for BagOfHolding, which is bigger on the inside and reduces the weight of everything within.

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* The roleplaying game ''TabletopGame/{{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...
* ''TabletopGame/DungeonsAndDragons'' mostly gets by with a weight limit determined by your strength (and a few factors like your race's size and number of legs) and some common sense from the DM ("No you can't pick up the castle and bring it with you, I don't care how many 1 copper piece a day copper-piece-a-day hirelings you can afford"). D&D ''D&D'' is also the TropeNamer for BagOfHolding, which is bigger on the inside and reduces the weight of everything within.



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

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* While not technically a videogame, video game, a lot of thought appears to have gone into making the inventory mechanics for ''Webcomic/{{Homestuck}}'' as complicated as possible. In some cases, the main character has had to "captchalogue" (pick up) useless items just to get the item he actually wants to use out of his "sylladex" (inventory stack) so he can 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.
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.
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