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Which RPG got inventory completely right?

Discussion in 'General RPG Discussion' started by DalekFlay, Oct 27, 2012.

  1. Beastro Arcane

    Beastro
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    The problem is in those games where you can't afford shit if you don't do it.

    Witcher 1 restricted that wonderfully but let you have a choice that couldn't become an OCD issue. You simply focused on finding out what was the biggest selling item dropping off human enemies and grabbing one to bring back to town for a bit more money every time you did. After you left corpses I can't recall how the game handled item despawn, but I never felt it allowed for you to run back and forth grabbing them all up one by one to maximize your profits if anyone was insane enough to try.
     
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  2. Artyoan Savant

    Artyoan
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    I prefer a grid based inventory system. I don't necessarily mind packratting equipment and non-usable items, but carrying around large amounts of consumables has always felt off. I think I would move to having separate inventory grids. One grid for weapons/armor and a different smaller one for components to make up consumable items. It would move away from realism I suppose but a small inventory for components would encourage the use of consumables as opposed to saving it for rainy days that never come and ending the game with hundreds. If I can only have a couple potion slots and a small bag of herbs, then I'm likely to use those potions a lot more if herbs are plentiful but my bag's capacity is small. Experimental combinations could have a lot of potential there too I think.
     
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  3. Desolate Dancer Educated

    Desolate Dancer
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    Since I'm an ardent BG2 fan I would say they got it almost perfectly right. No need to bother with grids and shit, you have a decent amount of slots plus your encumbrance as the only limiting factor, plus many items like potions and gems will stack. You also had neat containers, most notably the bag of holding. However, if you want an even higher level of verisimilitude then I would do this: make the following three size category identifiers for all items, all the while being slotless:
    A; large items: you may only fit one item of this type in your inventory at a time, like one armor OR one body, weight applies
    B; normal items: you can carry any number of items of this type up to your encumbrance limit, so weight is the only limiting factor here
    C; misc items: weightless items, or maybe they apply the minimum weight unit if stacked to max (e.g. 10 potions of ejaculation), you might as well carry all items in the game of this type

    I don't believe that grids are any fun for an RPG, it was annoying is fuck in Diablo, in NWN in every game I can think of, as usually this level of "realism" is not needed.
     
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  4. Wunderbar Arcane

    Wunderbar
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    Grid-based inventories can be fun if implemented correctly.

    Deus Ex did it best, because you couldn't carry every weapon for each cathegory and was forced to specialize. Most powerful heavy weapons were huge, and even if you ignore them and focus on conventional firearms, you're still going to have trouble with having a sniper rifle, an assault rifle and a shotgun all at the same time. There is some room for improvement though - consumable stacking is way to generous, and ammunition doesn't take space at all, which makes it too easy to hoard ammo for brute force.

    Arcanum uses grid-based size-limited inventory too, but it also limits your carrying capacity by weight (which is defined by your character's attributes). Unlike DE, Arcanum doesn't stack consumables into one slot. Unfortunately, it suffers from other issues like unlimited ammo (which is universal between all firearms) / batteries / fuel capacity.

    Diablo 1-2 - yeah, due to its gameplay loop (find a piece of equipment, use it for some time, drop it in favor of a cooler piece of equipment, rince and repeat) it doesn't really matter whether the item is big or small, items don't take space while equipped anyway. Blizzard understood that when they made every weapon and armor take equal space in D3, effectively limiting player's inventory by amount instead of size.

    For the most part grid-based inventories limited by size may serve two functions - gameplay or immersion. If it doesn't work gameplay-wise and your game isn't focused on delivering a realistic and immersive experience (it should fit KCD way more than its current oblivion inventory), then the inventory shouldn't be grid-based and limited by size. Another reason not to use this type of inventory is the abundance of trash items like notes, keys, crafting components, useless cuttlery, etc - basically, TES.
     
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  5. RK47 collides like two planets pulled by gravity Patron

    RK47
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    Dead State Divinity: Original Sin
    I think Space rangers did the whole 'choose your loot carefully' really well.
    At the start of the game, you had to make a decision on what upgrades to install. And this is a good feeling since you fear the world instead of the world fearing you at the start.
    You had to deal with sub-optimal parts configurations and it had that fun progression where you try to make money and hopefully afford upgrades to make that dream ship, reversing the role at the end from prey to hunter.
     
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  6. huskarls Educated

    huskarls
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    inventory management is a necessary evil like having a job. Its not fun, its not challenging, its not immersive; it is tedious. The best inventory system would make inventory as small as possible and managing it take as little time as possible
     
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  7. Nano Prestigious Gentleman Arcane Patron

    Nano
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    Mass Effect 2, because it removed it entirely. Inventory management, especially the looting part, fucking sucks.
     
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  8. Galdred Studio Draconis Patron Developer

    Galdred
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    There is a reason why original PnP RPG had camp followers. It was to spare you from the madness that is inventory management minigame.
    The best inventory management system is to have someone drive a cart with whatever you want to sell to your headquarter so that you don't have to bother with such trivial task.
     
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  9. Unorus Janco Lurker

    Unorus Janco
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    I haven't played Mass Effect 2, but that's what Expeditions: Conquistador kind of did, and it worked pretty well (better than Viking, which unfortunately is a more traditional game). RPGs don't need to degenerate into hobo simulators making the player loot every corpse and every barrel in town, unless of course it's a survival game like NEO Scavenger.
     
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  10. aweigh Arcane

    aweigh
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    Classic that did inventory right? Wizardry 4 or 5, or Wizardry Empire 2.

    Modern game? Elminage: Gothic.

    I think games that have large inventories are usually bad at resource management as well. I prefer a smaller inventory system but where every single item is important or has a use, like Wizardry or Elminage; you have to decide what to take with you and what to take back into town so managing your inventory becomes just as important as managing every other resource.

    You never know when you might get party-wiped along the way and even the act of "looting" itself carries many dangers in the form of trapped chests and other annihilating factors. This keeps tension and player psychology always engaged, and the player never thinks that acquiring new items is trivial.

    To this day almost no other RPG has managed to replicate these elements.
     
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  11. Sloul Savant

    Sloul
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    Perfect:
    Marauder: Man of Prey

    [Edit]Neo Scavenger

    Close to perfect:
    Outward.
     
    Last edited: Dec 2, 2019
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  12. Chippy Arcane Patron

    Chippy
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    Dunno about right, but just played Deus Ex: Human Revolution and I think the devs should have their balls nailed to a block of wood within the jaws of a vice, and then have it tightened Joe Pesci style for what they did there.

    Inventory was so bad that it alone convinved me never to replay that game. Although there is a mod that makes everything 1 square in dimension. But it was such a shit game for other reasons, I still wouldn't play it more than once.
     
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  13. Andhaira Arcane

    Andhaira
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    Ultima 7, Ultima VIII.

    (Divine Divinity gets an honorable mention)
     
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  14. undecaf Arcane Patron

    undecaf
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    Shadorwun: Hong Kong Divinity: Original Sin 2
    I liked the inventory in Arcanum.

    Dunno if it got it ”completely right”, though.
     
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  15. Monkeyfinger Cipher

    Monkeyfinger
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    PoE1
     
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  16. Xeon Augur

    Xeon
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    I think I liked the modded inventory from Skyrim the most, you can sort it anyway you like and it has a search function, pretty great.

    If the game doesn't have survival elements then I don't want to deal with encumbrance or space limitations crap, there are no challenges for just limiting the inventory just because.
     
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  17. fantadomat Arcane Edgy Wumao

    fantadomat
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    PB games...
     
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  18. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Realms of Arkania HD
    This is 100% correct.
     
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