• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Favorite RPG Inventory System

Honestly I prefer systems where you can carry everything, and don't have to deal with your inventory, like FF games or Dark Souls.

Most of the time I agree. I usually don't want to spend a whole lot of time dealing with my inventory. It may not be realistic but it allows you to focus on other things which are typically more fun.
 
For games where it makes sense I absolutely love Tetris inventory systems. It makes my inventory feel like a real space with items of actually representative sizes. Things feel like they matter. I hated that in Diablo 3 items are only either 1 tile, or 2 tiles tall. :(

Plus it's fun to try to get everything to fit the best you can. It's an ongoing mini-game alongside the regular game.
 
Inventory tetris is the best.

Diablo II's system with charms that only granted effects when they were in your inventory was a great addition. Forcing you to chose between passive buffs and unidentified gear that *could* be good was great.
 
Basically if the game have no weight limit, I love how the inventory system works in Tales of Vesperia.

HVhoZ5W.jpg


You can sort the type of inventory and the game have simple descriptive info at the bottom of the screen. It also include a small side portrait to indicate which character can equip the item instead of hiding it from the player.

I'm unsure if other Tales games uses the same style inventory as I only play Vesperia in the series.
 
The kind of inventory system where I don't have to think about it unless I'm going into the menu to get an item. In other words, an inventory system that doesn't arbitrarily limit the player. And good organization by item type helps. Tales games do this really well IMO because there's an option to look at the newest items acquired. So if you get a chest and skip over the text by accident, you can go in the menu and see what you just got from it.

I make an exception for the Etrian Odyssey games when it comes to limits, though. Since that's a dungeon crawler, the item limit is part of the experience. There's at least a storage system, too, which helps. The inventory limit makes sense in the context of the game and made me think about what I was taking with me before heading into a labyrinth. And when I ran out of item space, that was usually around when my group was running low on TP and I needed to head back to town anyway.
 
Probably Might and Magic VI

111482-might-and-magic-vi-the-mandate-of-heaven-windows-screenshot.jpg


Though I also like the attache case from RE4

RE-4-inventory.jpg


I love it when items take up space depending on their actual size. It always bugs me when a rocket launcher is the same size as a candy bar.

EDIT: Just a few seconds too late with the attache case :p
 
Basically if the game have no weight limit, I love how the inventory system works in Tales of Vesperia.

HVhoZ5W.jpg


You can sort the type of inventory and the game have simple descriptive info at the bottom of the screen. It also include a small side portrait to indicate which character can equip the item instead of hiding it from the player.

I'm unsure if other Tales games uses the same style inventory as I only play Vesperia in the series.

That hyper-useful "NEW" tab there never moving to other series is proof that disemination of great gaming ideas is dead in game design.
 
Is it like the one in Fable 3, which was as far as I know not that well-liked?

Terranigma's version is far faster and more intuitive. See that pink blob in the middle of the screen? He's basically a cursor, so you can quickly move between rooms and select stuff without having to laboriously move your character everywhere, like in Fable 3.
 
Top Bottom