One way to avoid this would be to stop picking up everything that’s dropped, but having to examine every dropped item can break the flow in a game. We’ve all played games where we constantly have to go back to town to sell stuff, otherwise our inventories are overflowing. To me, the inventory can be a pain in two ways. What’s the problem? Why is the inventory often a pain to use? How can we improve the typical RPG inventory system? I don’t understand why the situation hasn’t improved in many single-player RPGs. Space, or they want you to buy extra slots in the game’s store. The game company wants you to subscribe to get more inventory I understand why an RPG’s inventory is always a Much about it, but the interface didn’t work all that great in a game.ĭragon Age: Inquisition has a similar inventory (see screenshot at the top). I’ve never owned an iPhone so I can’t say With Todd Howard in which he talked about the inventory interface for Skyrim,Īnd how the developers at Bethesda designed it to behave like an iPhone becauseĮveryone loves the iPhone interface. How about Skyrim? The ingredients section in the Elder Scrolls: Skyrim inventoryīefore Skyrim was released, I saw an interview The party stash is opened on the left and we’re only seeing In this one, the main party inventory isn’t tooīad with only two rows to fill, but there’s a party stash where hundreds of Or how about Tyranny? The inventory in Tyranny. You’re only seeing part of the inventory. Rightly heralded as an RPG gem, but this is what the game’s inventory looks Still have such a terrible inventory system?įor example, Divinity: Original Sin 2 has been Schedules, day and night cycles, and more. Have 3D graphics on glorious flat screens, voiced NPCs and protagonists, NPC Since the days of Wizardry and the Dungeons and Dragons gold box series, veryĮarly RPGs with primitive sound, 2D graphics, and low resolution art. In many ways, RPGs have improved exponentially
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