Limited Inventory

Diamond Star

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I think of using a feature that:
a- Limits number of items in inventory. e.g. 50.
b- Limits number of instances of consumable items. e.g. 20 for each.

I think it adds more depth and force player to pay attention to what he hold or buy.
On another hand, it;d by annoying for many players who like to have dozens of healing items and potions........

I like to hear some thoughts to help me.
 

Leon Kennedy

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Yes limited inventory is a very good feature in certain games. In my re 1.5 remake I make use of it. It just makes the game more difficult which is a good thing you have to only carry what you need and put the stuff needed later on in storage.

I would suggest if you do this to also add a storage somewhere in the game, there are plugins for both so thats my suggestion.
 

Diamond Star

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you are right. The storage is a good idea and it is necessary.
 

Llareian

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If you want your game to focus on planning ahead and strategy, that's a good way to add that focus. I'd just say that if you have a situation where the player really needs more potions and they have to keep running back to town to get them, that's a problem. But as long as it makes the game more challenging without making it TOO difficult (this is all subjective, by the way) then it sounds like a good idea.

The other reason to do what you've said is if it makes sense in the game world. If you have a lone hero wandering a desolate wilderness trying to survive, giving limited inventory space is a good way to reinforce that feeling of limited resources and tough choices.
 

TheoAllen

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As far as I know, game that use limited inventory, are the one with single party member. So your focus alone would be your main character and inventory management. I'm not sure how it will fit in multiple party members, unless each party member has separate inventory on their own. But still, it will create some kind of extra micromanagement where you need to move this item A to different actor or so
 

Chaos Avian

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A dungeon crawler where you have to manage all your resources works well with a limited inventory. Etrian Odyssey comes to mind. You have 60 slots in your bag (not including equips) which are occupied by healing items, enemy drops, equipment, etc. And it accounts for duplicate items, so a potion would be listed as "Potion x2 - 1/60" it would listed as "Potion, Potion - 2/60".
 

HeathRiley

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It definitely depends on both the game and the difficulty.

If you have a strategizing game that keeps you on your toes and is constantly wanting you to
actually use items, and try out new items, this is a good way to go. Rogelike games take
advantage of this. With weapons breaking, limited inventory, and actually having to use items,
youre constantly cycling out your inventory.

The flipside to that is, if its not balanced, it can feel very burdening. Zettai Hero Project on the PSP
is one of my favorite games, but I often feel that it takes a lot of mental gymnastics to make
weapons and food/healing last. For balance I would strongly suggest seeing how some roguelike
games handle it. Shiren the wanderer has been around for a long time, and even the pokemon mystery
dungeon games use this.
 

SOC

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It really depends on the game, but overall I'm not a fan of limited inventories. If we're talking about classic JRPG style games like FF, then limited inventories (to a reasonable amount) don't make a whole lot of sense. Since the biggest challenges (outside a few outliers) mostly lie within boss encounters, having 99 potions isn't exactly game breaking because each potion heals for a small amount come late game and using a whole turn for one isn't worth it. So, you can design the game with those kinds of things in mind: potions don't break the game outside long journeys, but that's often not where people want to face their greatest difficulty. So when it comes to more impactful items like X-potions, ethers and elixirs, these need to be designed to be obtainable very sparingly. You'll notice most games have these types of items priced very highly in shops, if they're sold at all, to prevent the exact kind of problem you're worried about.
 

HumanNinjaToo

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I like the idea of limited inventory in my game, but the healing items I create are based on %. So throughout the whole game, you’ll only ever need 3 standard HP potions to get full health. In this type of scenario the player doesn’t need 99 of each. Also, limited inventory can make finding healing items scattered about into more impactful finds when going through a stage and buying them is not accessible.

I also like the idea of limiting the amount of items each character has access to in battle. It can create deeper strategy when balanced with a good skill system. Making sure you don’t cross from ‘player strategy’ to ‘player burden’ is important though.
 

arekpowalan

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Well, Dragon Quest is a classic example how this system works. You have limited inventory for characters that can be carried into a battle. The rest of the items go into a bottomless magic bag. The player has to think about the inventory and equipment, but they also feel safe because everything else, including key items, is in the bag that they can access at all time outside a battle.

The RE example works mainly because it's a survival horror. You want the player to feel as insecure as possible when going into these types of game. If you're going for a game that the player have to plan ahead, like survival games, limited inventory may be essential. Other than that, it's a cool gimmick.
 

Kes

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If it is an absolute limit, i.e. not like the magic bag mentioned by arekpowalan, I would recommend a 'Discard' ability. It is deeply annoying when your bag is full with e.g. a number of only moderately useful monster drops that you've just got, and you find a decent item/piece of gear that you can't pick up because you can't get rid of anything else to make way for it. I know I've played more than one game with a Discard, but the only one that comes to mind just now is Phantasy Star 4.
 

Wavelength

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I would never, ever recommend a 'true' limited inventory in an RPG, because collecting and accumulating things are part of most RPGs' appeal and also because making painful choices between which item to keep does not usually contribute to combat strategy. More simply put, it adds more frustration than fun to an RPG.

With that being said, it can be very reasonable to add a 'short-term' limited inventory system to games where you want to add a chronic type of challenge (challenge from dungeonwide management of resources rather than challenge from each single battle) to your dungeons. To do so, limit either the number of items that a player can take into a dungeon, or the number of items that a player can hold at once inside a dungeon. This is especially good in games where you want to limit how much progress the player can make in a single in-game day - e.g. Persona, Azure Dreams, Recettear, and Rune Factory. But allow them to keep their other items stored in a permanent storage outside of the dungeon, so that they can still feel the joy of collecting and accumulating things in the larger context of your game.

Remember that even if you're successfully adding chronic challenge by adding a short-term limited inventory, you're also adding a slightly tedious and frustrating mechanic, so only use it if your game truly is much more interesting or more well-paced by adding this mechanic.

For games like survival sims where your inventory is going to have a huge influence in how you deal with different situations, the limited inventory (even a 'true' limited inventory) makes a lot more sense. But for RPGs - there need to be other gameplay dynamics that really call for it; otherwise it's going to do more harm than good.
 

WickedWolfy

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I would suggest if you do this to also add a storage somewhere in the game, there are plugins for both so thats my suggestion.
Could you kindly share the script location, or example?
Thanks ahead of time. =)

Edit:
One of the great things that could be added with "limited" inventory is a "better looting of bodies" of your defeated foes.
Example:
Usually you find one potion and a gold piece. But if you are fighting a hard adversary, who in their right mind would have only one potion? So if you spend 20 potions in a battle and pick up the 7 left on the body of your enemy, that should work with lessening the annoyance with "limited items", since you have a chance to replenish your stack without running to the city.
 

Diamond Star

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From what was said I conclude that limited inventory isn't [roper for typical RPG, and would break the enjoyment. Since my game will be a typical RPG I think of instead of limited inventory I could limit number of instances that can be held of the same item. e.g. 20 at maximum.
So player can still hold any new found items and don't have to worry about getting no slots. But he/she cannot stack potions or elixirs....
What about this idea?
 

Llareian

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@Diamond Star what I like about that idea is since I tend to hoard my items in RPGs and never use them ("what if I REALLY need it later???"), it would make me more likely to use the items, since I'd be basically wasting any I couldn't pick up.
 

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You could still do like battle equip items or something. That way the player isn't going to miss out on loot but has to strategize before battle.
 

Basileus

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@Diamond Star

Limiting just the stack of items is what the Tales series does. Depending on the game, the player can usually only carry 15-20 gels, bottles, and other consumables with there sometimes being an upgrade (either in-game or through new game +) to increase the limit to 30-40.

This is very helpful for the reasons @Llareian mentioned - if you don't use any of your 20 Apple Gels, then the next time you find one in a chest you will either have to discard it or return it to the chest and essentially waste it either way. This puts a little bit of pressure on the player to just pop a healing item every now and then. Or just sell a few every time you go back to town. It also means that revival items are equally capped so if a boss is really wrecking your team you absolutely feel the tension since you can only resurrect your healer ~20 a fight before it's over.

That said, I'm a big Dragon Quest fan so I've always like the limited party inventory it uses. Each party member only has X item slots and those slots are also used up by equipment so each party member gets usually 8-10 slots they can use on consumables...which don't stack. This really makes me have to consider who should hold which items since an item can only be used by the person holding it. So if my squishy mage is holding all of the revive items and they die first like they always seem to...then I'm in huge trouble. But if my tanky fighter holds some healing items they can be a secondary healer since they are unlikely to go down as long as I can keep my priest up and healing. The turn order also makes players consider which items should be placed on a fast character so they go first and which are better placed on a slow character that will go last so you can undo whatever the boss just did.

I know it's not for everyone, but for people that find Final Fantasy style JRPGs to be too easy it provides a nice challenge. I'd say it's best to think of what games are inspiring your game and who you are making your game for and go with the option that will work best for the players you are aiming for.
 

Diamond Star

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I thank every one contributed to this discussion. I think it is better for my game to limit only number of item instances rather than limiting the inventory in overall.

But I hope there is a RGSS3 script for such feature.
 

Kes

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I suggest you post a thread in RGSS3 Script Requests. Try and give as much detail as possible so that people can more accurately identify if there is a script which would suit your needs.
 

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