![]() ![]() Unless you want to waste a lot of time, you will not pick up 90% of the items that are possible to pick up. Its awesome! But at the same time, most of the things you can collect are useless to gameplay. The main thing that makes these games so satisfying to me as a pack rat is probably the same thing that annoys me. I’m lumping these games together because they have a very similar inventory management system. But if one wants to design a pack rat friendly game, one needs to recognize what works and doesn’t work for pack rats in other games. Not every games needs to be pack rat friendly. It is merely a reflection of how the pack rat part of me feels about the inventory of the game. The pack rat friendliness of a game is in no way a reflection of how good or fun the game is. Is the inventory the right size? Is it too small? Too large?.Does the game’s inventory management help you sort/manage them effectively?.Are those things meaningful to gameplay?.I will rate the ‘pack rat friendliness’ of each game based on the synergies of a few main aspects. Below, I discuss some inventory designs in games that I have played a lot of and have found to be worth remarking upon from a pack rat gamer perspective. As you can imagine, I am very sensitive to inventory management design in video games. If there is random shit to pick up, you can bet your britches I will go out of my way to do so. One of my favorite things to do in video games is to collect things. Thoughts on Inventory Management Design in Video Games
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