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** The punchline to the whole mess is the fetch modus used by John's dad -- the Wallet Modus, which makes your entire inventory convenient and available at all times.

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** The punchline to the whole mess is the fetch modus used by John's dad -- the Wallet Modus, which makes your entire inventory convenient and available at all times. While it would be semi-puzzly on the basis that item cards vary in size based on actual size of the item (which most other modi ignore), it is also rendered moot on the basis of available space being ''ludicrously huge''. The only thing that came close to filling it up was ''a planet's core''.
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See also GridInventory and LimitedLoadout.

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A SubTrope of ReducedDowntimeFeatures. See also GridInventory and LimitedLoadout.
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* In ''VideoGame/{{Recettear}}'', you have enough space to store 20 items in the dungeon, going up to 30 and then 35 after tons of EmptyLevels. While you can bring healing items and equipment with you for your adventurer, you can only temporarily lend them your equipment, so their unequipped items take up an item slot (and unfortunately, you can't let them keep new equipment unless they specifically buy them from you). Also, if you get KO'd in the dungeon, you can only bring back one item with you (2 later, and then 3 after some serious grinding). Once your inventory gets filled up, you have to decide between keeping items with immediate value or crafting components to hopefully make a bigger profit later (assuming your haul was even rewarding in the first place).
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* The inventory in ''VideoGame/CabalOnline'' uses a GriInventory system and certain items take up more space than a potion. Melee weapons and armor takes up the largest space while the other armor parts take up at least 4 grid spaces, requiring some creativity on how to store the items in the inventory and warehouse alongside all the potions and other important items.

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* The inventory in ''VideoGame/CabalOnline'' uses a GriInventory GridInventory system and certain items take up more space than a potion. Melee weapons and armor takes up the largest space while the other armor parts take up at least 4 grid spaces, requiring some creativity on how to store the items in the inventory and warehouse alongside all the potions and other important items.
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* The inventory in ''VideoGame/CabalOnline'' uses a GriInventory system and certain items take up more space than a potion. Melee weapons and armor takes up the largest space while the other armor parts take up at least 4 grid spaces, requiring some creativity on how to store the items in the inventory and warehouse alongside all the potions and other important items.

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BOTW limits shields and clothing too


* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' places a limit on the number of melee weapons and bows you can carry that can be increased by collecting hidden Korok Seeds from around the world and trading them in with Hestu. Like with ''Skyward Sword'', though, any armor and {{Plot Coupon}}s you come across are firmly exempt from this trope. ItemCrafting ingredients and food are also limited, but the cap on them is so large that it's rarely an issue.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' places a limit on the number of melee weapons weapons, shields, and bows you can carry that can be increased by collecting hidden Korok Seeds from around the world and trading them in with Hestu. Like with ''Skyward Sword'', though, any armor and {{Plot Coupon}}s you come across are firmly exempt from this trope. ItemCrafting ingredients and food are also limited, but the cap on them is so large that it's rarely an issue.issue.
** Clothing has an arbitrary limit too (5 inventory pages). With the DLC and enough Amiibo, you can run out of slots.
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* Game Gear ''[[VideoGame/PuyoPuyo Madou Monogatari]]'' games only limited you to nine item slots per bag. You would have to discard an item if you found another and want to keep it.
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** ''VideoGame/{{SaGa 2}}'' 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?

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** ''VideoGame/{{SaGa 2}}'' ''VideoGame/FinalFantasyLegendII'' 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?
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** ''VideoGame/{{Makai Toshi SaGa}}'' has this in spades. Your characters have their own inventories of eight slots ('''including equipment'''), as well as a common party inventory of only eight slots. Only humans can use all eight slots of their inventory; mutants already have four reserved for innate abilities, leaving the other four for items. Monsters can't hold items at all.

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** ''VideoGame/{{Makai Toshi SaGa}}'' ''VideoGame/TheFinalFantasyLegend'' has this in spades. Your characters have their own inventories of eight slots ('''including equipment'''), as well as a common party inventory of only eight slots. Only humans can use all eight slots of their inventory; mutants already have four reserved for innate abilities, leaving the other four for items. Monsters can't hold items at all.



* If you want to farm for items in ''VideoGame/MakaiKingdom'', be prepared to create a ton of level 1 generics to use as mules.

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* If you want to farm for items in ''VideoGame/MakaiKingdom'', ''VideoGame/TheFinalFantasyLegend'', be prepared to create a ton of level 1 generics to use as mules.
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** ''VideoGame/FireEmblemPathOfRadiance'': Like ''Blazing Blade'', any excessive items will be dropped and vanished until you are given a base, which is only available until Chapter 8. And since this game uses the Mystery of the Emblem inventory (where each unit have 4 items for weapons and items), it is likely that one of those will get filled up. Its sequel is unlikely to face this problem due to unit having 8 items in their inventory.

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** ''VideoGame/FireEmblemPathOfRadiance'': Like ''Blazing Blade'', any excessive items will be dropped and vanished until you are given a base, which is only available until at Chapter 8. And since this game uses the Mystery of the Emblem inventory (where each unit have 4 items for weapons and items), it is likely that one of those will get filled up. Its sequel is unlikely to face this problem due to unit units having 8 items in their inventory.

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* Annoyingly used in ''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. ''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''.

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* Annoyingly used in ''VideoGame/FireEmblem'', Franchise/FireEmblem:
** ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'' has a very clunky inventory system
where each character units can only carry 5 objects, and dropping 1 makes it vanish FOREVER!. However, you can leave hold ''4'' items with merchants. The majority of the time for unit, as oppose to at least 5 items in later games. In addition, trading can only be done by the initiator and will end the unit's turn and the preparation does not allow swapping items around so trading and inventory management must be done during the battle.
** ''VideoGame/FireEmblemGenealogyOfTheHolyWar'': Due to there being no trading, have to sell your items and then buy them back at double the price if you want to pass them around between units.
** ''VideoGame/FireEmblemTheBlazingBlade'': It's very annoying in Lyn's story and the early chapters of Eliwood/Hector story as any excessive item is '''dropped forever''' so you have to be careful with unit's inventory. Merlinus doesn't show up until you complete a gaiden chapter, and even longer if you didn't, where any items dropped will
be sent to the convoy on receiving them but only if he's in the character doesn't have enough room to hold them, and map.
** ''VideoGame/FireEmblemPathOfRadiance'': Like ''Blazing Blade'', any excessive
items only get drop-lost when the character is manually directed to drop them... the uses for will be dropped and vanished until you are given a base, which are vanishingly small. ''Path is only available until Chapter 8. And since this game uses the Mystery of Radiance'' lets you the Emblem inventory (where each unit have 4 items for weapons and 4 weapons, whereas ''Radiant Dawn'' has a full 7 slots items), it is likely that you can use stuff with. ''Genealogy one 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''.those will get filled up. Its sequel is unlikely to face this problem due to unit having 8 items in their inventory.
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* In ''Fullmetal Alchemist: Meisou no Rinbukyoku'' and its sequel ''Omoide no Sonata'', the player must manage a deck of five material cards in and out of battle. Each card has two values that increase upon being combined with most cards except for purple ones, which decrease them instead. The values cannot be lower than 1 or higher than 7, and each card can only be combined four times, enabling better skills the further it goes. At certain spots, crafting a certain card of a specific value is needed to progress.

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Minecraft was listed twice, and it fits better on Wide Open Sandbox (plus, that entry is more detailed)


* ''VideoGame/{{Minecraft}}'': While 4 armor slots, 27 storage slots, and 9 hotkey slots combined with stacking up to 64 items per slot sounds generous, the constant consumption of resources (limited item durability, a hunger bar, etc.) during play means that the player must manage their inventory carefully or risk being stranded far from their home base in the middle of a dark, mob-filled cave or pit without a pickaxe, torches, and/or food. Have fun trying to beat off a horde of creepers and zombies with your bare hands or a block of dirt.




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* ''Videogame/DoomTheRoguelike'' leaves Doomguy with 21 slots, and only ammunition stacks (and even this has a cap per slot). Soon enough, Doomguy has to consider whether to bring along more spare ammunition, medpacks or whatever else, and items left on a level are lost upon leaving. Inventory management is outright critical in Angel of Light Travel challenge, which reduces inventory size to five slots, and taken UpToEleven in the Archangel of Light Travel with only ''two slots''.

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* ''Videogame/DoomTheRoguelike'' ''Videogame/{{DRL}}'' leaves Doomguy with 21 slots, and only ammunition stacks (and even this has a cap per slot). Soon enough, Doomguy has to consider whether to bring along more spare ammunition, medpacks or whatever else, and items left on a level are lost upon leaving. Inventory management is outright critical in Angel of Light Travel challenge, which reduces inventory size to five slots, and taken UpToEleven in the Archangel of Light Travel with only ''two slots''.
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* ''Videogame/MightAndMagic'' ''VI - VIII'' suffered from this to some degree. In each game each person has a separate GridInventory which gets filled quickly during dungeon raids, especially if enemies in question drops frequently armor, especially in ''VI'' had [[MarathonLevel bigger dungeons]]. It ''did'' have way to counteract it ... with an endgame spell which would turn item to gold with a permanent loss to value (and corresponding magic school had to be mastered, which was not an easy task). ''VIII'' had it worst though, since there are frequent quests requiring drops from enemies which would fill your inventory blindingly fast. Another matter were the quest items which you had to take, and one of them was a sarcophagus that took half of inventory of your party member, meaning you had to give all long weapons to someone else or ditch them.

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* ''Videogame/MightAndMagic'' ''VI - VIII'' suffered from this to some degree. In each game each person has a separate GridInventory which gets filled quickly during dungeon raids, especially if enemies in question drops frequently armor, and especially in ''VI'' that had [[MarathonLevel bigger dungeons]]. It ''did'' have way to counteract it ... with an endgame spell which would turn item to gold with a permanent loss to value (and corresponding magic school had to be mastered, which was not an easy task). ''VII'' had at least chests once you fixed your castle that would never reset and a Town Portal spot right there, making for an easy way to stash your stuff. ''VIII'' had it worst though, worst, since unlike in the other games there are frequent [[TwentyBearAsses quests requiring drops from enemies enemies]] which would fill your inventory blindingly fast. Another matter were the quest items which you had to take, and one of them was a sarcophagus that took half of inventory of your party member, meaning you had to give all long weapons to someone else or ditch them.
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* ''Videogame/MightAndMagic'' ''VI - VIII'' suffered from this to some degree. In each game each person has a separate GridInventory which gets filled quickly during dungeon raids, especially if enemies in question drops frequently armor, especially in ''VI'' had [[MarathonLevel bigger dungeons]]. It ''did'' have way to counteract it ... with an endgame spell which would turn item to gold with a permanent loss to value (and corresponding magic school had to be mastered, which was not an easy task). ''VIII'' had it worst though, since there are frequent quests requiring drops from enemies which would fill your inventory blindingly fast. Another matter were the quest items which you had to take, and one of them was a sarcophagus that took half of inventory of your party member, meaning you had to give all long weapons to someone else or ditch them.

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** Disgaea also divides your loot into stuff in your "Item Warehouse", which is very big, and your "Item Bag", which is smaller. Your bag is what you take into battle, so you need to use that space for things you will actually require in battle, like power-ups. The warehouse if more for long term storage and inventory overflow.

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** Disgaea also divides your loot into stuff in your "Item Warehouse", which is very big, and your "Item Bag", which is smaller. Your bag is what you take into battle, so you need to use that space for things you will actually require in battle, like power-ups. The warehouse if is more for long term storage and inventory overflow.overflow.
** Disgaea 1 had a measly 16 slots for your Item Bag, with Disgaea 2 upping it to 24 slots. Disgaea 3 and 4 allowed for up to 32 slots, with Disgaea 4's remake upping it to 64. Disgaea Dimension 2 did away with the separation, allowing you to hold up to 999 items at once. Disgaea 5 went further, capping your items at 2000.
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* ''VideoGame/EscapeFromTarkov'' has this trope in spades, and then some. Aside from your ever-filling [[HomeBase Hideout]] inventory, you also have your on-hand equipment, each providing different amounts of spare space and slots depending on the quality of your load-bearing-vest/bags.
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* ''VideoGame/DeadCounty'': The [[PlayerCharacter delivery man]] has only four inventory slots. If it's full, he needs to drop something to pick up something else.
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* Pretty much the whole point of ''VideoGame/DeathStranding'' is hefting 100s of kilograms of cargo around on your back, so half of it is making sure it all fits comfortably. You can manually stack boxes or use an auto-stacker to cram them into more ergonomic positions, but this can adversely affect special cargo like pizza which must remain horizontal. The more cargo you have on your body, the harder it'll be to remain upright. In addition to the cargo you have to transport, you also have to carry around all your equipment, which by the end of the game will have you fully outfitted in rectangular boxes.
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Remember, TropesAreNotBad.

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Remember, TropesAreNotBad.
Administrivia/TropesAreNotBad.
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* ''VideoGame/OmegaLabyrinthLife'' only has 30 permanent inventory slots, where the only thing that stacks are (identified) projectiles. You can attempt to expand this using purses, but they can rip apart, be stolen, or blocked from use. To encourage this, many items are single-use only.

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[[/folder]]

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** Later updates added a few things to help players manage carrying large amounts of items:
*** First was the Ender Chest, which has a 27-slot inventory that is "shared" between all other Ender Chests. With this, you can throw a bunch of items into an Ender Chest down in a mine or far away from your base, then just retrieve them from another Ender Chest at your base without having to make multiple trips. Each player has their own Ender Chest inventory as well, so there's no need to worry about someone else stealing your items from inside in multiplayer.
*** Later on, the Shulker Box was added. Shulker Boxes also have the standard 27 slots of a single chest; unlike a standard chest, however, a Shulker Box will keep its inventory when it's broken and picked up, allowing you to carry 27 slots' worth of items with a single inventory space.
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* ''VideoGame/GoldenSun'' enforces a fixed limit of 15 items per party member, and this includes not just consumables but also equipment, plot items, and items that give you [[PsychicPowers Psynergy]] needed to solve puzzles. Since the series throws tons of items at the player throughout the games and you can't store any of these things without selling them (and can't sell plot or Psynergy items at all), it's quite easy to run out of space if you aren't constantly selling outdated equipment. It becomes less of a problem in the second and third games due to both games having more party members than the first, though it takes a while for all of them to show up in either case.
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[[caption-width-right:321:Frig. Maybe if I put the knives beneath the wand, and move that potion up...]]

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[[caption-width-right:321:Frig. [[caption-width-right:321:Frack. Maybe if I put the knives beneath the wand, and move moved that potion up...]]
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* Many free-to-play {{MMORPG}}s contain some form of severe inventory space limiting that, due to mechanics that often encourage item hoarding (such as for crafting/quests), players will usually feel pretty harshly by end-game, but more often than not it's just another ploy to tempt players into buying extra inventory space with [[{{Microtransactions}} real-life money]].
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* Used in ''VideoGame/{{Grandia}}'', each character has a specific, though generously sized inventory, and there's a large bag. And [[EverythingFades everything]] ''[[AvertedTrope doesn't]]'' [[EverythingFades fade]].

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* Used in ''VideoGame/{{Grandia}}'', ''VideoGame/Grandia1'', each character has a specific, though generously sized inventory, and there's a large bag. And [[EverythingFades everything]] ''[[AvertedTrope doesn't]]'' [[EverythingFades fade]].
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* ''VideoGame/{{Minecraft}}'', from which ''Terraria'''s inventory [[FollowTheLeader is derived]], has even fewer slots--36, with 9 comprising the "hotbar" for whatever you're currently using--and most items only stack to 64, after which they take up another slot. This technically means you can carry around [[HyperspaceArsenal absurd amounts of material]] but, ironically, is also very limiting. Sure, you can carry 64 cubic meters of stone in one slot, but a single stick ''also'' takes up an entire slot. Updates to the game have added more and more varieties of items, without increasing the inventory space. You can throw away stuff you don't want... literally, by tossing it back into the overworld, where you may accidentally pick it up again (many players keep a puddle of lava handy to incinerate unwanted junk). Be prepared to spend a lot of time backtracking to your base to offload stuff into chests.
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Redlinking to work page for future creation.


* This is used as a type of puzzle in the Superior Software puzzle game ''Ravenskull''. You can carry a maximum of three items, no matter what types: you can carry three scythes, but you can't carry four cupcakes. In general, you can retrieve dropped objects, but some areas require deciding what you need most and abandoning the rest for ever.

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* This is used as a type of puzzle in the Superior Software Creator/SuperiorSoftware puzzle game ''Ravenskull''.''VideoGame/{{Ravenskull}}''. You can carry a maximum of three items, no matter what types: you can carry three scythes, but you can't carry four cupcakes. In general, you can retrieve dropped objects, but some areas require deciding what you need most and abandoning the rest for ever.

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** ''VideoGame/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 ([=BBs=]) to 5 (mini nukes). Fortunately, you can still use your party members as pack mules.

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** ''VideoGame/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?") kit?"). The optional "Hardcore" mode adds, among other things, weight to your ammunition, with values from 0 ([=BBs=]) to 5 (mini nukes). Fortunately, you can still use your party members as pack mules.mules.
** VideoGame/{{Fallout 76}}'' continues the trend, but since it's an online game, you can't store limitless amounts of stuff in safe containers. You're now limited to a single stash box that shares a cloud-based inventory with all stash boxes in the wasteland. The box holds a static amount of weight, more than your possible maximum but not so much that you can afford to stash everything.

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