->'''[[InteractiveFiction > i ]]'''
->You are carrying an OmnipresentTrope, a SuperTrope, and [[YouCantGetYeFlask Ye Flask]].

Most games have items. In some of those games, you use the item as soon as you
pick it up, meaning it does its job and then instantly disappears forever. In most modern games, however, if you come across a useful item, you can expect to be able to take it with you for later use. Once you have that capability, you have a PlayerInventory.

For some games, the inventory is a limitless HyperspaceArsenal, meaning that the PlayerCharacter can easily carry twenty Sherman tanks around without much thought about where or how. Other games will [[InventoryManagementPuzzle limit how many items]] can be carried in one's inventory at a given time. Still others will take the middle-ground by giving the player access to inventory-expanding containers, up to and including an all-out BagOfHolding.

Sometimes, the inventory will be described as a backpack or the PlayerCharacter's pockets, for the sake of making the game [[WillingSuspensionOfDisbelief that much more plausible]]. This carry-all item may even be something that fits with the game's overall aesthetics, like a treasure chest in a pirate setting, a hyperspace capsule in a sci-fi setting, or a leather sack in Fantasy. Other times, it is simply left as an undefined space existing somewhere in the ether: one can envision the PlayerCharacter whipping out the desired item from somewhere behind his back, the way WesternAnimation/BugsBunny conjures mallets.

{{Sub Trope}}s Include:
* HyperspaceArsenal
* InventoryManagementPuzzle
** GridInventory
** LimitedLoadout

See VideoGameItemsAndInventory for other tropes related this useful device. As this is an OmnipresentTrope in VideoGames, no examples are needed.