History Main / InventoryManagementPuzzle

30th Apr '17 1:18:41 PM nombretomado
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* The ''Franchise/HarvestMoon'' games are notorious for this:

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* The ''Franchise/HarvestMoon'' ''VideoGame/HarvestMoon'' games are notorious for this:
22nd Apr '17 12:56:41 PM nombretomado
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* ''{{Suikoden}}'' was vaguely annoying in this regard. There was no party inventory; instead each of your six characters could carry eight items. This sounds generous, but about half of this would usually be taken up with multi-piece armour, because equipment counted towards this limit. It also made shopping a hassle. Not to mention switching characters. Two characters that each carry eight items can't even pass items between the two of them.

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* ''{{Suikoden}}'' ''VideoGame/{{Suikoden}}'' was vaguely annoying in this regard. There was no party inventory; instead each of your six characters could carry eight items. This sounds generous, but about half of this would usually be taken up with multi-piece armour, because equipment counted towards this limit. It also made shopping a hassle. Not to mention switching characters. Two characters that each carry eight items can't even pass items between the two of them.
14th Apr '17 3:42:08 PM morenohijazo
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!Examples

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!Examples
!!Examples


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[[folder:Wide Open Sandbox]]
* ''VideoGame/{{Terraria}}'': You can only carry 41 items (51 for 1.2 PC) at a time (by using the trash as a slot), and those items are divided into stacks of varying size (250 for blocks [999 for certain items in 1.2 PC] and 99 for torches, just to name a couple). This means you have to manage your inventory carefully if you plan to go digging for treasure, and you'll have to backtrack often to unload items once you invariably run out of room. On the plus side, there are a great many chests scattered around the world, enough that you won't have to throw anything worthwhile away (and in the unlikely event you don't have enough, you can always craft more with some wood and iron). The vendors can also be used to offload some of the loot, while many players carry a piggy bank around with them to use as storage, bag of holding style. The much more expensive safe and the end-game Defender's Forge can add even more space.
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2nd Apr '17 12:24:59 PM sarysa
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* ''VideoGame/FinalFantasyThe4HeroesOfLight'': This GaidenGame (which also had elements from the ''Franchise/DragonQuest'' series) had an inventory of 15 per character, no side-inventory for equipped items, and no BagOfHolding. This did not go unnoticed with critics, given the importance and unpredictability of items, the sheer number of items, and the fact it's a 2009 game.
20th Mar '17 1:01:56 AM Pinokio
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* In ''VideoGame/UltimaVI'', items weigh a certain amount of stones, with maximum carrying capacity determined by strength, so the stronger characters would carry more stuff. Container items weigh a certain amount, and carry more items. Opening a container or looking in a corpse while it is on the world map will reveal the items found within, stacked on top of each other, which can be picked up or moved aside. Moving items in inventory is more convenient, while moving items on the map means there is no dealing with weight.
8th Mar '17 10:32:12 AM nombretomado
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* ''{{Mechwarrior}} 3'' is a Behind the Lines mission. Three destructible, unarmed vehicles, each can carry 2 mechs and 300 tons of equipment - and that includes armor and ammo.

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* ''{{Mechwarrior}} 3'' ''VideoGame/MechWarrior3'' is a Behind the Lines mission. Three destructible, unarmed vehicles, each can carry 2 mechs and 300 tons of equipment - and that includes armor and ammo.
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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* 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.
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