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* In ''VideoGame/EarthBound1994'', key items and consumable items share the same inventory space (though luckily not equippable items). This means one of Ness's inventory slots will be unusable for the majority of the game because he must have the Sound Stone in his inventory--''unless'' Ness's inventory is completely full when he is supposed to receive the Sound Stone (which will require a lot of LevelGrinding). This can be mitigated by calling Ness's sister for her to store key items that are no longer required. All four party members also have their own separate inventory, which can be useful for filling Jeff's inventory with the gadgets he'll use during battle without needing to clog up others' inventory.
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* In the UsefulNotes/{{Commodore 64}} game ''VideoGame/ProjectFirestart'', you can carry two laser rifles at a time, and there's no way to recharge or swap ammo. If you want to pick up a brand new rifle from the armory, you need to empty out one of the ones you're carrying.

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* In the UsefulNotes/{{Commodore 64}} Platform/Commodore64 game ''VideoGame/ProjectFirestart'', you can carry two laser rifles at a time, and there's no way to recharge or swap ammo. If you want to pick up a brand new rifle from the armory, you need to empty out one of the ones you're carrying.
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* ''VideoGame/TheStalinSubway'' puts a limit to your inventory by default. You have your sidearm, some grenades, and a larger automatic weapon, but trying to carry a Thompson Machine-gun with an AK-47 will have the game displaying the message "'''Cannot get the unit: not enough space'''".

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* ''VideoGame/TheStalinSubway'' puts a limit to your inventory by default. You have your sidearm, some grenades, and a larger automatic weapon, but and that's it: trying to carry pick up a Thompson Machine-gun with when you already have an AK-47 will have the game displaying the message "'''Cannot get the unit: not enough space'''".

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* The ''VideoGame/GhostRecon'' series has only ever allowed you two weapons. The first game is the most restrictive, giving you only a primary weapon and one secondary piece of equipment, such as giving up a pistol to attach a grenade launcher to your rifle, or carry a few extra magazines. Even at least restrictive, in ''VideoGame/GhostReconFutureSoldier'', you've still got five slots - two guns and three equipment items, which includes two types of throwables and a remote drone for tagging enemies.

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* The ''VideoGame/GhostRecon'' series has only ever allowed you two weapons. always had relatively restrictive slot systems, though they've expanded as the games go on.
**
The first game is the most restrictive, giving you only a primary weapon and one secondary piece of equipment, such as giving up whether that's a pistol to attach as a fallback or eschewing it in favor of other items like a grenade launcher attached to your rifle, the primary, claymores for area denial, or carry a few handful of extra magazines. Even at least restrictive, in ''VideoGame/GhostReconFutureSoldier'', you've still got magazines.
** ''[[VideoGame/GhostReconAdvancedWarfighter Advanced Warfighter]]'' on PC uses the same system, with a space for one primary weapon and one secondary weapon. On consoles it's expanded just slightly with a third slot for grenades, although it's technically four slots as two different grenade types occupy that one slot.
** ''[[VideoGame/GhostReconFutureSoldier Future Soldier]]'' expands out to
five slots - two guns and three equipment items, which includes two types of throwables and a remote drone for scouting areas and tagging enemies.enemies, along with other uses mandated by the plot.
** ''[[VideoGame/GhostReconWildlands Wildlands]]'' expands even further, as you now have three weapon slots, the third of which is dedicated to pistols, alongside seven slots for other odds and ends, one dedicated to the drone and the other six able to be swapped at your leisure.
** ''[[VideoGame/GhostReconBreakpoint Breakpoint]]'' uses this same system, though with even more dedicated inventory slots (bandages for healing, shell casings to distract enemies, and a class-specific gadget) expanding out to ten slots in total, though in turn as of the "Ghost Experience" update players have the option to pare weapon slots back down to one primary and one secondary.
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* ''VideoGame/{{Afterimage}}'': Renee can only equip up to two main weapons (one primary and one secondary), one subweapon (spellbooks, staves, wands or scrolls that cast magic), one headgear, one armor, one leg gear, and up to three accessories.
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Some games let the player carry an [[HyperspaceArsenal impossibly huge array of weapons]]. Not these games. When this trope is in effect, the player character is stuck with just a certain fraction of the total amount of firepower in the game at any one time. If you want another option, you'll have to trade in one of your weapons to get ahold of it. Very popular in modern titles compared to the HyperspaceArsenal days of ''VideoGame/{{Doom}}''. A common modern variant will limit the player to just two main weapons at any time as [[TropeCodifier popularized]] in ''VideoGame/HaloCombatEvolved''.

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Some games let the player carry an [[HyperspaceArsenal impossibly huge array of weapons]]. Not these games. When this trope is in effect, the player character is stuck with just a certain fraction of the total amount of firepower in the game at any one time. If you want another option, you'll have to trade in one of your weapons to get ahold of it. Very popular in modern titles compared to the HyperspaceArsenal days of ''VideoGame/{{Doom}}''. A common modern variant will limit the player to just two main weapons at any time as [[TropeCodifier popularized]] in ''VideoGame/HaloCombatEvolved''.
''VideoGame/HaloCombatEvolved''. Early implementations of this in console first-person shooters were often driven by controllers having less buttons than a computer keyboard (rather than striving for realism), and before [[RingMenu Weapon Wheels]] became a common workaround for this.
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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': The heroes have free access to their inventory in the HubLevel, but their gear is set when they enter a mission. Each hero wears a melee weapon; a ranged weapon; and up to three trinkets (in the first game) or a trinket, necklace, and charm (in the second). They also have one inventory slot for each type of pickup found in the map: healing items, magic potions, and bombs. The latter consumable slots feed into a [[SelfImposedChallenge risk/reward mechanic]]: instead of using the slots to hold a potentially run-saving potion or healing item, you can instead carry a useless Tome or actively harmful Grimoire - carry these items to the level edit and you'll receive commensurate rewards.

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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': The heroes have free access to their inventory in the HubLevel, but their gear is set when they enter a mission. Each hero wears a melee weapon; a ranged weapon; and up to three trinkets (in the first game) or a trinket, necklace, and charm (in the second). They also have one inventory slot for each type of pickup found in the map: healing items, magic potions, and bombs. The latter consumable slots feed into a [[SelfImposedChallenge [[ChallengeRun risk/reward mechanic]]: instead of using the slots to hold a potentially run-saving potion or healing item, you can instead carry a useless Tome or [[MaximumHPReduction actively harmful harmful]] Grimoire - carry these items to the level edit end and you'll receive commensurate rewards.
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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': The heroes have free access to their inventory in the HubLevel, but their gear is set when they enter a mission. Each hero wears a melee weapon; a ranged weapon; and up to three trinkets (in the first game) or a trinket, necklace, and charm (in the second). They also have one inventory slot for each type of pickup found in the map: healing items, magic potions, and bombs.

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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': The heroes have free access to their inventory in the HubLevel, but their gear is set when they enter a mission. Each hero wears a melee weapon; a ranged weapon; and up to three trinkets (in the first game) or a trinket, necklace, and charm (in the second). They also have one inventory slot for each type of pickup found in the map: healing items, magic potions, and bombs. The latter consumable slots feed into a [[SelfImposedChallenge risk/reward mechanic]]: instead of using the slots to hold a potentially run-saving potion or healing item, you can instead carry a useless Tome or actively harmful Grimoire - carry these items to the level edit and you'll receive commensurate rewards.
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* ''VideoGame/{{Blood}} II: The Chosen'' has a downplayed example. Other than your starting knife, which always goes in the first slot, and the three varieties of bombs, which are treated as inventory items, weapons are assigned to slots in the order you pick them up in rather than any set order. This leaves you with ten slots for weapons, that knife and nine guns (technically more if you have any that can be [[GunsAkimbo paired up]]), which will eventually mean having to drop older weapons to pick up new ones, since there are twice as many guns in the game as there are slots for you to carry them in.

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* ''VideoGame/{{Blood}} II: The Chosen'' ''VideoGame/BloodIITheChosen'' has a downplayed example. Other than your starting knife, which always goes in the first slot, and the three varieties of bombs, which are treated as inventory items, weapons are assigned to slots in the order you pick them up in rather than any set order. This leaves you with ten slots for weapons, that knife and nine guns (technically more if you have any that can be [[GunsAkimbo paired up]]), which will eventually mean having to drop older weapons to pick up new ones, since there are twice as many guns in the game as there are slots for you to carry them in.
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The expression is "hand in hand".


** ''Halo'' was the Trope Codifier for this trope, but many other games on this list failed to catch on to a trope that went hand-and-hand with it: ThrowAwayGuns. In ''Halo'', you not only are limited to two guns, you are also constantly switching up ''which guns they are'' because of a lack of UniversalAmmunition and that any one gun, even if ammo for it was abundant, had an obvious weakness (human weapons shred meaty bits quickly and [[{{hitscan}} hit instantly]], but for the most part are [[ATeamFiring noticeably less accurate]] and require a lot of bullets to punch through DeflectorShields; plasma overloads shields quickly and are almost all perfectly accurate, but don't hurt the living things underneath them as much and typically [[PainfullySlowProjectile require extensive leading of targets]], etc.). This forced varied gameplay, and the development of both skill with ''every'' weapon, rather than just what you like the most, and foresight to know when you should drop something you like for something that's more immediately useful. In most other games outside the ''Halo'' franchise, once you find the weapons that suit you, you can stick with them basically throughout the entire game because there are always ways to keep them firing, and things that your normal weapons can't do anything against like {{tank|Goodness}}s are typically extremely rare and [[SuspiciousVideogameGenerosity signposted with exactly what you need for it like a McDonald's billboard along a highway]]. This provides a different ''type'' of fun, allowing you to be WeakButSkilled instead of UnskilledButStrong. If there's an {{Aesop}} to be picked up, it's probably that tropes don't always work correctly when out of context, but they don't need to work correctly to still be fun either.

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** ''Halo'' was the Trope Codifier for this trope, but many other games on this list failed to catch on to a trope that went hand-and-hand hand in hand with it: ThrowAwayGuns. In ''Halo'', you not only are limited to two guns, you are also constantly switching up ''which guns they are'' because of a lack of UniversalAmmunition and that any one gun, even if ammo for it was abundant, had an obvious weakness (human weapons shred meaty bits quickly and [[{{hitscan}} hit instantly]], but for the most part are [[ATeamFiring noticeably less accurate]] and require a lot of bullets to punch through DeflectorShields; plasma overloads shields quickly and are almost all perfectly accurate, but don't hurt the living things underneath them as much and typically [[PainfullySlowProjectile require extensive leading of targets]], etc.). This forced varied gameplay, and the development of both skill with ''every'' weapon, rather than just what you like the most, and foresight to know when you should drop something you like for something that's more immediately useful. In most other games outside the ''Halo'' franchise, once you find the weapons that suit you, you can stick with them basically throughout the entire game because there are always ways to keep them firing, and things that your normal weapons can't do anything against like {{tank|Goodness}}s are typically extremely rare and [[SuspiciousVideogameGenerosity signposted with exactly what you need for it like a McDonald's billboard along a highway]]. This provides a different ''type'' of fun, allowing you to be WeakButSkilled instead of UnskilledButStrong. If there's an {{Aesop}} to be picked up, it's probably that tropes don't always work correctly when out of context, but they don't need to work correctly to still be fun either.
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* The ''VideoGame/GhostRecon'' series has only ever allowed you two weapons. The first game is the most restrictive, giving you only a primary weapon and one secondary piece of equipment, such as giving up a pistol to attach a grenade launcher to your rifle, or carry a few extra magazines. Even at least restrictive, in ''Future Soldier'', you've still got five slots - two guns and three equipment items, which includes two types of throwables and a remote drone for tagging enemies.

to:

* The ''VideoGame/GhostRecon'' series has only ever allowed you two weapons. The first game is the most restrictive, giving you only a primary weapon and one secondary piece of equipment, such as giving up a pistol to attach a grenade launcher to your rifle, or carry a few extra magazines. Even at least restrictive, in ''Future Soldier'', ''VideoGame/GhostReconFutureSoldier'', you've still got five slots - two guns and three equipment items, which includes two types of throwables and a remote drone for tagging enemies.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': The heroes have free access to their inventory in the HubLevel, but their is locked when they enter a mission. Each hero wears a melee weapon; a ranged weapon; and up to three trinkets (in the first game) or a trinket, necklace, and charm (in the second). They also have one inventory slot for each type of pickup found in the map: healing items, magic potions, and bombs.

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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': The heroes have free access to their inventory in the HubLevel, but their gear is locked set when they enter a mission. Each hero wears a melee weapon; a ranged weapon; and up to three trinkets (in the first game) or a trinket, necklace, and charm (in the second). They also have one inventory slot for each type of pickup found in the map: healing items, magic potions, and bombs.

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