|We are NOT talking about warehousing|
If you’ve been reading comments for Freddy Pharkas, you might have noticed discussion about inventories. And inventories are worthy of serious discussion, since they seem so essential part of adventure gaming experience. Could a game without even inventory even be a true adventure game?
What we are looking for is the best and the most optimal inventory system. Do you prefer a complex inventory, where you can use some items as containers for other items and even have containers within containers? Or do you prefer simple inventories, with no bags to carry further bags?
|Things I picked up today|
Speaking of numbers, inventory limits are often a topic of heated discussion, whether they are based on mere number of the items, or in more realistic systems, on weight or size of the items. Especially in the early days of adventure gaming such limits were a common sight and inventory management was often part of the challenge. Sometimes this challenge was handled in a creative fashion, requiring imaginative ways to transport items you otherwise couldn’t move to the desired place. Sometimes it just forced the players to spend time in carrying all their items from one end of the map to the other or to find safe places to stash all the stuff not currently in use. Should inventory limits and inventory management puzzles be a thing of the past or could they have a place in a modern adventure game?
And what about other restrictions on the inventory system? Do you want to be able to pick up everything that seems useful in a screen, even if majority of that stuff turns out to be just waste of space? Or do you want just puzzle relevant items to be pickable, to keep your inventory neat and clean? Or do you allow some red herrings to be included? And speaking of red herrings, could they sometimes be potentially lethal items or is that just playing a cruel trick to an unsuspecting player?
|I am sure I can use that unstable ordnance somewhere|