You've never played Diablo, have you,
@Wavelength?
Keep the best, sell the rest. That's the rule of thumb. When you have a full inventory or reach a shop, sell excess items. If the UI is well made, this is a question of seconds, maybe minutes in rare cases. Definitely not long time.
I have. And I have to wonder: in what world is that kind of forced inventory management fun? When I'm having a good time hacking and slashing my way through hordes of enemies, the LAST thing in the world I want to think about is what I need to throw away in order to make room for whatever the monsters dropped. Let me just take it and get back to the swords and sorcery!
I have yet to see a single single-player RPG where inventory management was a problem and which was not subject to pay-to-play mechanics.
A few that come to mind immediately for me are
Recettear,
Dark Cloud,
Rogue Galaxy, and
Accel World vs. Sword Art Online. These are all good games where the limited inventory hurts the experience and breaks immersion. There's a decent reason for it in
Recettear, where it creates risk-vs-reward as far as how many items you bring with you into the dungeon, but the others can't justify it at all.
@WavelengthIt was meant to be a joke about the player's panic thing.
Ah, I see. Took ya too literally.
Tbh, some unlimited inventory can be a frustrating feature if you're the kind of player who'd sell/discard useless ones constantly, especially the ones you have no need for them anymore. I'd rather have limited inventory, in a sense of decent limit, to keep what I really need than take whatever I want whenever I want however I want.
To make sure I understand you correctly - you think
Unlimited inventory space is a frustrating feature? Why?! If you want to sell/discard stuff you don't think you'll need, nothing is stopping you from doing so. There's no reason to feel frustrated, because nothing is holding you back from doing what you want to do!
While you're ultimately in charge of your own game, from what you've posted so far I don't see any compelling reason to include a Limited Inventory system in your game (in fact, your Cooking system actually encourages Unlimited Inventory, because the Cooking requires multiple inputs for a single output and also because players will want to enjoy looking at the diversity of dishes they created!). I would highly suggest not putting this limit on your players where there's no need to.
1) Encumbrance. Part of role-playing is putting yourself into the situation. I can't run around with 10 suits of armor and 20 swords to swap out as needed for upcoming encounters without asking myself: "How am I realistically carrying this?" So... 2) Immersion.
With much respect and good will, I feel you're missing the point. Encumbrance is a
mechanic; it is not a justification and in fact encumbrance needs a justification itself in order to justify its inclusion as good game design!
As far as Immersion, immersion is not about realism. Completely unrealistic fantasy can be immersive; games that attempt realism often aren't immersive. Immersion is about selling the idea that you are part of the world, that the character's actions are your actions. Immersion is about connection, and about the willing suspension of disbelief. Almost like - you believe that if you move your hands around, you'll hit or grab or touch something in the game world.
The problem with Limited Inventories, from the frame of Immersion, is that being told "you
can't carry this" is a complete immersion-breaker. The human brain isn't wired to deal with hard limits (in reality, you could always carry that one more item; it just becomes heavier and more unwieldy), and even more importantly, you're forced to take yourself out of the immersive action you were connecting with in order to
visit a menu and look through a bunch of text or objects. In an Unlimited Inventory system, the player's focus is never being turned to the space in their bag, so they remain focused on things that
are immersive.
@Elliott404I can only think of two instances where I personally used unlimited inventory as a player...
Actually, you've used Unlimited Inventory as a player in every single game that didn't have Inventory Limits! The fact that the game allowed you to grab all the items you wanted, rather than stopping you and making you throw something away every time you went above 5 (or 10 or 20 or 50) total items made it a lot more convenient for you to play and enjoy the game. Your experience would have necessarily been different (even if it's just a little different) had those games you played limited you to 20 items.
If the inventory is pointless, that's even more reason to limit it. There's more interest to be had with limited inventory over unlimited inventory any day.
Maybe it's a misunderstanding of meanings, but how can "the inventory" be pointless? The inventory, as I frame the word, is simply the total collection of your items - nothing more, nothing less. So the items themselves are pointless (in which case, get rid of items entirely and don't worry about limited vs. unlimited inventory!), how can "the inventory" be pointless?
I can't think of a way, however, that unlimited inventories serve any real purpose.
The "purpose" is to keep the player's attention on the parts of the game that
are interesting and immersive, and to allow the player to appreciate the variety of interesting items in the game.
However, I don't even think that Unlimited Inventory needs to have a "purpose", per se, because it also presents no onus upon the player. The Unlimited Inventory is a lack of limitations and a lack of busywork. Arguing that it needs a purpose is like arguing that allowing the player to move in any of the 4 directions needs a purpose, or that not putting damage caps on damage formulas needs a purpose. When you add a mechanic that introduces limitations or busywork,
that's when you need to be able to express a purpose for that mechanic!
Hopefully I'm not coming across as arrogant or overly argumentative; I just feel passionately that several of the things you said are dangerous design beliefs.
The inventory system I found the best is likely Eternal Sonata's where they have unlimited general inventory, but limited battle inventory. That way, you can have as many items walking around as you wish, but you have to decide what is the most tactful approach to the battles that you face in that area, not only with the skills you use, but with your items as well.
I like this approach in theory (and I think it would be great for a board game), but in practice I find it to be more annoying than interesting (especially if a game is using the
Dragon Quest/
RPG Maker 3 approach where each party member has their own bag of items for battle use).
After all, every time you use an item in battle, you have to visit the menu screen after combat to restock the "battle bag" from your main inventory (or risk not having the items you need in the next battle), which means a lot of menu visits that wouldn't otherwise be necessary. This limitation can create some interesting strategy if the items are designed especially well, but I don't think the juice is worth the squeeze.
It's perfectly fine to ask the player to do this once before each dungeon, or similar - but if it should be done after every battle that's tough enough to require using an item, I think that's too much.
You know, I'm the man behind limited inventory script/plugin yet I hate to use that design. I'm with wavelength at this case, I prefer unlimited inventory most of the cases. I've heard people use my script, but really is there any game that has good use of my script out there though? I wonder.
You're kind of like the genius scientist who creates something amazingly powerful, only to regret it when he realizes the world is using it for all the wrong reasons! "I set out to create a system to empower RPG Maker users...... I succeeded."
Diablo made it easy to use the limited inventory. D1 and 2 just have this very small box where you see all your items making it easy to sell any unwanted stuff, plus they are fast paced hack and slash games, hoarding items isnt really a thing for those games. D3 has an auto system for removing all non legend stuff, so it was also easy... Using those to justify a limited inventory for the usual types of RPGs made in RPG Maker doesnt sit that well because they have different styles..
This is a good point when comparing professional games like
Diablo to RPG Maker games. To add onto it, games like
Diablo also use a very visual interface, allowing you to quickly understand what items you have, whereas RPG Maker inventories are usually very textual, meaning that it will take the player much longer to mentally get a grasp of what's in their inventory when they need to select something to discard.