Category Archives: Convenience

Inventory systems as game features

When we think of the feature list of a game, we often think of things like the combat system, the PVP system, the content, and so on. Unless we’re part of that niche that’s constantly looking for a very specific type of game where things like logistics of goods are something that requires a lot of thought put into, rarely do we come to think of anything that is closely related to the inventory system of a game.

The inventory system touches many areas of a game. It may seem like a boring subject, a tiny little thing beside the things we tend to see as more important, such as combat. But overlooking it is not justified, for how the inventory is handled in a game affects all of it’s players, raider and playerkiller, crafter and warrior alike.

Often do the effects a game’s inventory system go subconsciously unnoticed. Or rather, we tend to not think of the chosen inventory system as a feature – handling the system as it is simply becomes second nature. Yet, while we may not notice it consciously, these systems affect our view of how the game feels, how immersed we feel within the world, how fun or satisfying the gameplay feels, and so on.

In many an MMORPG, when for example a blacksmith is at work, they may be carrying hundreds of kilograms worth of stuff in their bags. They might pick up 400 iron bars from their bank, run to an anvil and turn those bars into 80 iron swords. Is that realistic? Not at all. But does it suit some games? Obviously, the most popular of them all, World of Warcraft, uses this system. Still, it is quite a bland system, and not very satisfying as far as immersion goes. It also does not offer much in terms of gameplay – how much the player can carry at one time is so unrestricted you rarely have to think about it. They might buy the occasional larger bag, but that’s about it.

Compare WoW’s system to that of another very popular Western game, RuneScape. On paper, there’s not much complexity to it other than the fact the weight of items affects how long the player can sprint. But that’s not all that completely differentiates Runescape’s inventory system from that of WoW – there’s also the fact inventory space is much more limited. It’s not just the bag size that does this, which by the way is limited to about 30 slots – its also that much fewer items stack. Foods, potions, all of that – each piece requires an individual slot.

Would WoW’s very, if not overly convenient system, where one is able to carry a hundred battleaxes within a single inventory without breaking a sweat, suit RuneScape? The answer is that it wouldn’t. As a game, RuneScape is built around the idea of a limited inventory. The skill grind relies on it – you have to constantly run between the bank and the crafting spot, and this makes the endeavour of skilling up slightly more varied. This, along with planning one’s inventory, is made more important by the existence of the various unconventional and advanced methods of skill training, which experienced players know more about. And the limited inventory size has a major effect in combat and quests where inventory planning is a common practice and indeed essential. The inventory system, as it stands, is a crucial part of the RuneScape experience. A core game mechanic.

Yet, the effects of the inventory systems used in these two games often go unnoticed. The simple lack of item stacking and the more limited space can already add a lot of gameplay. Of course the game’s other mechanics must support this, however. RuneScape lacks for example the trash items of modern themepark games, and healing is done mainly through food instead of spells. These two points both make the inventory system more viable for the game in question.

The two of the most popular Western games are of course not the only MMORPGs on the market, and their inventory systems aren’t the only ones out there. Ultima Online, as many will remember, as a pioneer of the genre tried a more realistic approach to handling the inventory. In UO, there are no inventory slots – the bag is a two-dimensional space where items must be dragged and dropped, and each item is given unique coordinates.

This adds more inventory-related gameplay than either of the two systems presented before. Having to individually drag and drop each item from the ground to one’s bags is a completely different experience from shift-autolooting a corpse or spam clicking an item on the ground (especially in PVP) – as is the organization of a bag without a nice grid within the limits of which your items line up nicely in a perfect order.

There is a reason however why very few games have adopted UO’s system – the only one I can quickly recall from recent years would be Darkfall. The reason is the simple fact it is annoying and predisposes players to carpal tunnel syndrome. This is of course a matter of opinion, but I think in this case the majority will agree that more gameplay is not automatically a good thing.

While the choice of inventory system depends quite a bit on the game itself and it’s other mechanics, I would personally hope for all games to add at least some level of inventory-related gameplay, something more complex than bags with slots of a fixed fit-for-all size. One of my personal favourite systems from recent MMORPGs would probably be that of Eldevin’s – it is much akin to Neverwinter Nights’ system in that there’s still a grid, but some large items can take multiple slots.

What I would add to this system would be weights, modified by some character statistics such as strength. In addition, I wouldn’t have the extra bags be purchasable only by real money, as Eldevin does. About those bags, another idea would be to be able to enchant some bags to magically reduce the weight of items inside them, or something of the like. That would add some more gameplay, and something non-combat related for an enchanter to do. Anyway, as far as inventory system design goes, I think what a developer should aim for is a good balance of gameplay, realism and convenience.

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