>No innovation whatsoever
Why would you have to innovate?
The reason why inventory management is important is because it forces the player to choose what to bring with them, which directly impacts the usefulness of consumable and utility items as well as ammunition if the game has firearms.
It's a very important aspect of designing a game. I would go so far as to say that every game should have some form of inventory management regardless of whether or not they're RPGs.
About as shallow of an analysis as it gets
Can't remember the last time I finished a game and did not have a bazillion useless items floating around that I never needed to use
Again it's all the same for the past 20 years or so
I've been forced to "manage" a useless pile of junk
As long as items stay useless, inventory systems will stay useless, too
>As long as items stay useless, inventory systems will stay useless, too
Well, yeah, you have to make the items actually useful. Like in Stoneshard, or Underrail, or Neo-Scavenger. Jagged Alliance 3? Eh, kind of I guess.
How useful they are is dependent on inventory size, economy, combat difficulty and the utility and weight of the items themselves, so it's actually pretty difficult to design well.
I disagree, not every game would benefit. An arena shooter where the maximum inventory "management" is if you have a certain gun or not, what the max ammo limit for it is, and how much ammo you currently have, would not be made more fun if you had a max inventory weight or or could only fit so many magazines for any gun on your person. It would make the game slower & more strategic, but that's not what the audience wants out of arena shooters. Similar situation with Fighting games, you usually have an HP bar and some type of power meter, that's enough resource management to keep things interesting without also needing to place & reorganize weapons & gear in between fights. Dissidia had a form of this, and it was intersting, but also a very niche game as a result.
>I disagree, not every game would benefit. An arena shooter
Yeah, okay, fair enough. Inventory management really would be counter productive in an arena shooter. My point is, if you decide to cut inventory management you're losing an entire dimension of design that can impact virtually every aspect of the gameplay.
But yeah, not every game benefits from it (most do though).
I don't like it. It leads to a lot of tedious bullshit especially in something like a bethesda game where you're managing weight to value since you're hauling things to traders constantly to sell for money since the loot is how you make money in all those kinds of games.
It's more understandable in a survival game, but I think the "choice" of leaving something behind you want for something else because of carry weight is just fricking gay.
>visual reprentation of the items where every piece can be seen when you open your inventory and it's only 1 screen with no pages/scroll option
yes >item names on a list >multiple pages of items >scrolling inventory
no
The change from "immersive inventories are good" to "unnecessary bloat, just give me infinite space" might actually be the most nu-Ganker opinion I've seen so far
Frick weight. It's still fricking goofy to me that a single clipboard in FNV is 1 pound. Tetris management is fine for me though, especially if you get the ability to queue or overlap items to see how you can fit everything inside. Tetris + weight can go eat a fricking wiener.
I love it and can see how it filters out midwits. I also can see why it comes off as tedious, especially in games where it takes time to equip items and taking something from a backpack takes much longer than equipping it from front pockets.
also, protip: the weight limit in games isn't the problem, the problem is you lugging around shit that has zero value and weighs a ton.
>protip: the weight limit in games isn't the problem, the problem is you lugging around shit that has zero value and weighs a ton.
I agree that weight limits aren't the problem. I just dislike how games put in so much nonsensical items without explanation if they're with saving or not.
>I just dislike how games put in so much nonsensical items without explanation if they're with saving or not.
I love when back when stalker was still fairly new and people were complaining about the weight limit, when questioned what they were carrying they'd post a screenshot of their inventory, and a lot of times it would consist of something like >a few rifles in bad condition (that net very little money when sold) plus a few Makarovs >ammunition for guns they weren't using >lots of food and vodka >enough bandages for making a few mummies
another favorite of mine is >someone playing 7.62 high calibre 7.62 hard life >they complain about their guns taking a lot of time to reload >they only have one magazine, they keep the ammunition boxes in their backpacks instead of in their front pockets
limited inventory has very important secondary and tertiary effects. if you can't see beyond the immediate mild inconvenience, you'll never make it as a game designer
I get why they are there, but it still annoys me because I like to hoard items.
It's especially annoying when they made it extra annoying by having limited storage space like in Starfield and Fallout 76.
even if it basically doesn't matter at all in terms of the actual space it gives you, it adds a bit of flavor and immersion that goes a long way. The inventory just feels like a boring abstract space without stuff like grids or weight.
>even if it basically doesn't matter at all in terms of the actual space it gives you >Path of Exile's monetization is entirely based on inventory management
for 99% of players, the on-character inventory has about as much space as you need. It's different for the actual stash space but it's not like people are stocking up on bulky body armors to fill up their stash.
'Inventory management' has gotten out of hand in recent times. It really is bullshit for the same reason that feeding, pooping and peeing your character is bullshit. Worrying about your fricking pack is not fun and should not be in anything called a 'game'. It is a chore plain and simple. Old games did it right. There was a reasonable number of 'things' you could pick up and there was a place for all of them. I honestly do not mind a grid style inventory as long as the number of items available to pick up and use is small enough that I am not going out of my way to autistically manage all of it.
I don't like inventory management. If it's included at all I'd prefer it to be something I don't have to think about too much like a weight system. Tetris inventory actively stresses me out. I still like stalker though. I just don't want any other series to ever use that system.
>games where you have infinite weight and space for items >but have to worry about how bulky your bag gets
other than Katamari, there are no games with this premise
Having skeletons and rats drop money is ridiculous but so is having to skin them or take each of their shit weapons and sell them back at town. You should able to loot a dungeon/bad guy area, load up a wagon parked outside with everything you were able to carry out. Then that wagon follows you back to town and sells everything on its own. And does it with a cooldown/in-game time, like Dwarf Fortress. Not like Nioh where you select everything you don't have equipped and click salvage.
>managing it is a visual act ala tetris >there are no redundant MMO items such as [wild/ware/war/possessed/demonic/ethereal] pig ass hair [trash/ordinary/pristine/SSS/extra-rare/holy/quest-only] >consumables are actually worth consuming >crafting does not exist or is kept to a minimum
If not the inventory management boils down to navigating endless lists initially designed for start menu tier number of choices for the sole purpose of selling long forgotten trash.
7.62 has all of those including grades and (limited crafting) and even that game has the option of selling useless shit in bulk
the only downside of selling shit in bulk is if you do that you may also sell actually good stuff that is inside holsters
you could replace it with a vanity/pickup system akin to FFXI/WoW meets 007/Quake and I wouldn't care
I guess the diablo esque inventory needs to be there but it's be nice if you could hot swap a current weapon a-la CoD and atill get a visual cue it switched before you raise a weapon
how would you feel about a "realistic inventory system" in a RE/Silent Hill-type survival horror game?
basically, a cart that you drag around that has a RE4-like inventory system, you can put your guns and shit on it
or maybe a little follower with a bag, maybe a robot
It's one of the things that made me realize neurotypicals (normies) are autistic vis-a-vis moi.
Who the shit enjoys garbage like inventory managment, or deems it unproblematic? Since when is wasting dozens of hours of your lifetime on managing this garbage, that a programmer could have solved with 50 lines of code, a fun thing? >it's a game mechanic, bro
It almost never is. For Resident Evil 1-4ish I would agree. But for every RPG or looter shooter, a non-infinite inventory system that is not automanaged by code makes zero sense.
Highly dependent on how useful each item is. As much as possible I like being able to use the consumables (especially the rare ones) rather than stocking them up only to never use them. Double points if in-game economy is very tight and you have to make do with what you get.
This looks like shit. At least put some color on the icons so that you can tell the tier at glance instead of having to scan the text for adjectives. >turret >simple turret >standard turret >advanced turret >medium turret >simple medium turret >...
Just took a screenshot of an old save just to have some picrel. I think it works for the game since you're supposed to be replacing/upgrading low-tier turrets with better ones as you progress. Non-upgraded ones get outdated really fast, and they're not consumed after every battle so purchasing them isn't a hassle.
Nay. Either the game needs to be realistic with inventory and I can only carry a shoulder/back mounted weapon, a sidearm and a backpack filled with plausible amount of carry capacity or it just needs to be videogamey and let me have GTA amounts of ridiculous shit in my pocket
NEO Scavenger dev is a fricking wienersucking homosexual Black person clown
It was once a free flash game that he said wouldn't be a paid game.
And then he released it on steam for money, the same fricking game.
I asked him why is it paid now if he said it wouldn't be.
And he banned me from the game's forum on steam.
Fricking Black person clown I hate him so much
And the game is moronic
>if it was Flash, shouldn't it be on the Flashpoint Archive?
It was a free flash game and it's all I know. Also picrelated. I don't remember what I posted there, it was, like, 8 years ago, but technically the homosexual banned me for something else, not my ranting about how a free game turned into a paid one. Fricking Black person. I know he was just looking for a reason to ban me
you were probably making a good arguement about how it used to be free but used gamer words in your rants
you know that's not allowed there
hoped you managed to develop a filter in those 8 years, at least
3 weeks ago
Anonymous
>you managed to develop a filter
No. And never will
That's why I'm here and not reddit
I love it, it's one of my favorite things in games to the point where i will instantly become more interested in a game if i know i need to manage my inventory. It's why i loved Death Stranding so much. Death Stranding is one of the very few games that managed to innovate resource management simply by making it actually impact the you play the game from a moment to moment basis. If you're not packing right you're character can't walk right.
Depends on the game obviously, but in general grids are far better than list inventories. More immersion if it's done right, more clarity, everything is readily accessible.
Also, requesting more games like this. Been years since I beat it and haven't found a similar game since.
I love the idea of rummaging through a bunch of plastic bags trying to find essential items like some crazy homeless person. But there's an art to creating good, cohesive UI that doesn't confuse the player, or feel clunky and slow. If you get that right then inventory management can be very satisfying. Also NEO Scavenger was a great game.
which Resident Evil? because classic RE inventory was fricking shit >limited to 6 to 8 slots >a small key takes the same space as a shotgun or hundreds of shells for it
If game has small amount of loot or items, it's cool to work with limited inventory. If you deal with hundreds of items, shit should be just automatic. No one has time for this.
Absolute Yay, love me some tetris inventory juggling, genuinely, it gives the game much more sense of taking place in a real space.
Console-driven list inventories like the ones TES/Fallout games ended up with are the purest cancer imaginable.
I'm okay with it as long as it includes an auto sort option
They're *all* the same
All of them
No innovation whatsoever, so nothing to discuss
>No innovation whatsoever
Why would you have to innovate?
The reason why inventory management is important is because it forces the player to choose what to bring with them, which directly impacts the usefulness of consumable and utility items as well as ammunition if the game has firearms.
It's a very important aspect of designing a game. I would go so far as to say that every game should have some form of inventory management regardless of whether or not they're RPGs.
About as shallow of an analysis as it gets
Can't remember the last time I finished a game and did not have a bazillion useless items floating around that I never needed to use
Again it's all the same for the past 20 years or so
I've been forced to "manage" a useless pile of junk
As long as items stay useless, inventory systems will stay useless, too
that sounds like a massive you problem
Just use the items bro
It tooks me so long to get out of the mindset of saving everything "because I might need it LATER".
>not playing like a sloppy butthole just to justify using a frickton of your hoarded items
>As long as items stay useless, inventory systems will stay useless, too
Well, yeah, you have to make the items actually useful. Like in Stoneshard, or Underrail, or Neo-Scavenger. Jagged Alliance 3? Eh, kind of I guess.
How useful they are is dependent on inventory size, economy, combat difficulty and the utility and weight of the items themselves, so it's actually pretty difficult to design well.
Estus Flask equivalents are the only items I've extensively used
All other games never required me to
if you know it's useless then stop picking the useless shit up
>expecting the average vidya player to control the urge of looting everything + the kitchen sink just because they can
I disagree, not every game would benefit. An arena shooter where the maximum inventory "management" is if you have a certain gun or not, what the max ammo limit for it is, and how much ammo you currently have, would not be made more fun if you had a max inventory weight or or could only fit so many magazines for any gun on your person. It would make the game slower & more strategic, but that's not what the audience wants out of arena shooters. Similar situation with Fighting games, you usually have an HP bar and some type of power meter, that's enough resource management to keep things interesting without also needing to place & reorganize weapons & gear in between fights. Dissidia had a form of this, and it was intersting, but also a very niche game as a result.
>I disagree, not every game would benefit. An arena shooter
Yeah, okay, fair enough. Inventory management really would be counter productive in an arena shooter. My point is, if you decide to cut inventory management you're losing an entire dimension of design that can impact virtually every aspect of the gameplay.
But yeah, not every game benefits from it (most do though).
i've never had a game where i had a dilemma of "what should i bring?"
it's ALWAYS "welp, my inventory is full of trash yet again"
Play better games anon.
name a game where this ever happens
Stoneshard, Darkest Dungeon, Battle Brothers. Off the top of my head.
i really don't care for these types of games so i guess that's why i never have the situation described
Stalker
why are you picking up trash?
you already know why
if arena shooters added inventory management maybe it wouldn't be a dead genre
we need to go back
Sons of the forest did a pretty good job at having something "different"
yeah that was cool, The Forest was like that too In VR mode that tarp is raised up on a platform for easy reach
I don't like it. It leads to a lot of tedious bullshit especially in something like a bethesda game where you're managing weight to value since you're hauling things to traders constantly to sell for money since the loot is how you make money in all those kinds of games.
It's more understandable in a survival game, but I think the "choice" of leaving something behind you want for something else because of carry weight is just fricking gay.
Bottomless pocket/s inventory is kino.
Autistic sim management inventory is stupid.
At best, it's unobstructive. At worst, it's inane tedium that inherently makes a potentially fun game into an immediately unfun game.
>visual reprentation of the items where every piece can be seen when you open your inventory and it's only 1 screen with no pages/scroll option
yes
>item names on a list
>multiple pages of items
>scrolling inventory
no
basado
Absolute grid inventory supremacy!
still unoptimized. tmp should be beside pistol so you can highlight it with a single press when opening the menu.
>no tactical egg
Ngmi
It's "yea or nay" you illiterate frickheap. Go take a long walk off a short pier.
You're really mean anon.
I can't into English too good.
It is if you want it to be a good game.
It’s yay
It is a must?
>no plastic bags
not kino
The change from "immersive inventories are good" to "unnecessary bloat, just give me infinite space" might actually be the most nu-Ganker opinion I've seen so far
Frick weight. It's still fricking goofy to me that a single clipboard in FNV is 1 pound. Tetris management is fine for me though, especially if you get the ability to queue or overlap items to see how you can fit everything inside. Tetris + weight can go eat a fricking wiener.
I love it and can see how it filters out midwits. I also can see why it comes off as tedious, especially in games where it takes time to equip items and taking something from a backpack takes much longer than equipping it from front pockets.
also, protip: the weight limit in games isn't the problem, the problem is you lugging around shit that has zero value and weighs a ton.
>protip: the weight limit in games isn't the problem, the problem is you lugging around shit that has zero value and weighs a ton.
I agree that weight limits aren't the problem. I just dislike how games put in so much nonsensical items without explanation if they're with saving or not.
>I just dislike how games put in so much nonsensical items without explanation if they're with saving or not.
I love when back when stalker was still fairly new and people were complaining about the weight limit, when questioned what they were carrying they'd post a screenshot of their inventory, and a lot of times it would consist of something like
>a few rifles in bad condition (that net very little money when sold) plus a few Makarovs
>ammunition for guns they weren't using
>lots of food and vodka
>enough bandages for making a few mummies
another favorite of mine is
>someone playing 7.62 high calibre 7.62 hard life
>they complain about their guns taking a lot of time to reload
>they only have one magazine, they keep the ammunition boxes in their backpacks instead of in their front pockets
limited inventory has very important secondary and tertiary effects. if you can't see beyond the immediate mild inconvenience, you'll never make it as a game designer
I get why they are there, but it still annoys me because I like to hoard items.
It's especially annoying when they made it extra annoying by having limited storage space like in Starfield and Fallout 76.
what game?
NEO Scavenger
even if it basically doesn't matter at all in terms of the actual space it gives you, it adds a bit of flavor and immersion that goes a long way. The inventory just feels like a boring abstract space without stuff like grids or weight.
>even if it basically doesn't matter at all in terms of the actual space it gives you
>Path of Exile's monetization is entirely based on inventory management
for 99% of players, the on-character inventory has about as much space as you need. It's different for the actual stash space but it's not like people are stocking up on bulky body armors to fill up their stash.
>but it's not like people are stocking up on bulky body armors to fill up their stash.
Yeah... yeah, I ain't ever done shit like that man.
Name 1 game with ZERO inventory management moron
halo
not true u have to mange ur loadout
The game which practically mandated nearly every FPS for a 2 generations follow its "2 weapons + grenades" inventory management system?
limbo
Not a real game
any game where every item you pick up has a dedicated space
>hollow knight
Not a real game
fighting games? Unless you wanna call meter an inventory but even then games like tekken don't have meter.
pong
>n-n-not a real g-game!!!
your face is not a real game chud
>n-n-not a real g-game!!!
>your face is not a real game chud
Who are you talking to?
I'm talking to
but you'd know that if you actually READ my reply chuddy
Portal
Yeah? Try carrying two cubes at once, if you're so great.
'Inventory management' has gotten out of hand in recent times. It really is bullshit for the same reason that feeding, pooping and peeing your character is bullshit. Worrying about your fricking pack is not fun and should not be in anything called a 'game'. It is a chore plain and simple. Old games did it right. There was a reasonable number of 'things' you could pick up and there was a place for all of them. I honestly do not mind a grid style inventory as long as the number of items available to pick up and use is small enough that I am not going out of my way to autistically manage all of it.
neoscav is too easy with infinite inventory tbh
>tfw for the longest time your best backpack is a plastic bag
lmao
i love how getting a sled or shopping cart was maximum hype. I should replay the game.
None>weight limits>tetris
>weight limits over tetris
for what reason
I don't like inventory management. If it's included at all I'd prefer it to be something I don't have to think about too much like a weight system. Tetris inventory actively stresses me out. I still like stalker though. I just don't want any other series to ever use that system.
managing inventory is never fun and i don't know why so many devs insist on it
>games where you have infinite weight and space for items
>but have to worry about how bulky your bag gets
other than Katamari, there are no games with this premise
Having skeletons and rats drop money is ridiculous but so is having to skin them or take each of their shit weapons and sell them back at town. You should able to loot a dungeon/bad guy area, load up a wagon parked outside with everything you were able to carry out. Then that wagon follows you back to town and sells everything on its own. And does it with a cooldown/in-game time, like Dwarf Fortress. Not like Nioh where you select everything you don't have equipped and click salvage.
only if
>managing it is a visual act ala tetris
>there are no redundant MMO items such as [wild/ware/war/possessed/demonic/ethereal] pig ass hair [trash/ordinary/pristine/SSS/extra-rare/holy/quest-only]
>consumables are actually worth consuming
>crafting does not exist or is kept to a minimum
If not the inventory management boils down to navigating endless lists initially designed for start menu tier number of choices for the sole purpose of selling long forgotten trash.
7.62 has all of those including grades and (limited crafting) and even that game has the option of selling useless shit in bulk
the only downside of selling shit in bulk is if you do that you may also sell actually good stuff that is inside holsters
Not only do I like it, I like that entire games are now being made about it, like backpack hero
I like some inventory management, but it gets undercut when the devs don't patch out a bug that lets you get around it with zero effort
game would be good if it was good
the inventory and diablo items of nioh greatly hurt my enjoyment of it
you could replace it with a vanity/pickup system akin to FFXI/WoW meets 007/Quake and I wouldn't care
I guess the diablo esque inventory needs to be there but it's be nice if you could hot swap a current weapon a-la CoD and atill get a visual cue it switched before you raise a weapon
>yay
It's pronounced "yay" but it's spelled "yea".
English is a fundamentally moronic language.
every language has its own flavour of autism
Took me a while to realize its basically just kanji drawn in latin.
No its not?
?????????
how would you feel about a "realistic inventory system" in a RE/Silent Hill-type survival horror game?
basically, a cart that you drag around that has a RE4-like inventory system, you can put your guns and shit on it
or maybe a little follower with a bag, maybe a robot
It's called Alone in the Dark.
It's one of the things that made me realize neurotypicals (normies) are autistic vis-a-vis moi.
Who the shit enjoys garbage like inventory managment, or deems it unproblematic? Since when is wasting dozens of hours of your lifetime on managing this garbage, that a programmer could have solved with 50 lines of code, a fun thing?
>it's a game mechanic, bro
It almost never is. For Resident Evil 1-4ish I would agree. But for every RPG or looter shooter, a non-infinite inventory system that is not automanaged by code makes zero sense.
Anon, you're the normie, I'm the autist.
Stay the frick inside your lane bruh.
frick off, normalBlack person in denial
Highly dependent on how useful each item is. As much as possible I like being able to use the consumables (especially the rare ones) rather than stocking them up only to never use them. Double points if in-game economy is very tight and you have to make do with what you get.
This looks like shit. At least put some color on the icons so that you can tell the tier at glance instead of having to scan the text for adjectives.
>turret
>simple turret
>standard turret
>advanced turret
>medium turret
>simple medium turret
>...
Just took a screenshot of an old save just to have some picrel. I think it works for the game since you're supposed to be replacing/upgrading low-tier turrets with better ones as you progress. Non-upgraded ones get outdated really fast, and they're not consumed after every battle so purchasing them isn't a hassle.
It is annoying and makes me anxious. I want limitless space and hoard the world, with a function to search for everything in my bag of holding.
I've dropped many otherwise fun games just because the inventory management was cancer. I abhor this shit with all my being.
>no tannin tea
ngmi
Nay. Either the game needs to be realistic with inventory and I can only carry a shoulder/back mounted weapon, a sidearm and a backpack filled with plausible amount of carry capacity or it just needs to be videogamey and let me have GTA amounts of ridiculous shit in my pocket
NEO Scavenger dev is a fricking wienersucking homosexual Black person clown
It was once a free flash game that he said wouldn't be a paid game.
And then he released it on steam for money, the same fricking game.
I asked him why is it paid now if he said it wouldn't be.
And he banned me from the game's forum on steam.
Fricking Black person clown I hate him so much
And the game is moronic
It's pretty excellent for a flash game.
are you saying he should spend 1000s of hours making your entertainment for free? are you some kind of communist?
IT WAS ALREADY FREE, Black person, AND HE SAID HE WAS NOT GOING TO CHARGE FOR IT, homosexual
>are you some kind of communist?
No, I hate israelites
I mean, I still bought it. The dev is a Black person anyway
>I still bought it.
lol
if it was Flash, shouldn't it be on the Flashpoint Archive?
>if it was Flash, shouldn't it be on the Flashpoint Archive?
It was a free flash game and it's all I know. Also picrelated. I don't remember what I posted there, it was, like, 8 years ago, but technically the homosexual banned me for something else, not my ranting about how a free game turned into a paid one. Fricking Black person. I know he was just looking for a reason to ban me
you were probably making a good arguement about how it used to be free but used gamer words in your rants
you know that's not allowed there
hoped you managed to develop a filter in those 8 years, at least
>you managed to develop a filter
No. And never will
That's why I'm here and not reddit
It can be a fun minor puzzle element in a game
i think its fun. There should not be an autosort button. Let people pack things on their own.
>game has inventory tetris
>inventory screen has physics
>you can still chuck stuff in a rush but have to repack if you want to maximize space
I love it, it's one of my favorite things in games to the point where i will instantly become more interested in a game if i know i need to manage my inventory. It's why i loved Death Stranding so much. Death Stranding is one of the very few games that managed to innovate resource management simply by making it actually impact the you play the game from a moment to moment basis. If you're not packing right you're character can't walk right.
Depends on the game obviously, but in general grids are far better than list inventories. More immersion if it's done right, more clarity, everything is readily accessible.
Also, requesting more games like this. Been years since I beat it and haven't found a similar game since.
Unreal World
That's just a generic boomer shooter.
I love the idea of rummaging through a bunch of plastic bags trying to find essential items like some crazy homeless person. But there's an art to creating good, cohesive UI that doesn't confuse the player, or feel clunky and slow. If you get that right then inventory management can be very satisfying. Also NEO Scavenger was a great game.
Man I love NEO Scavenger, never thought I'd ever see it talked about ever again though.
Depends if the game is really designed with it in mind or if it's just an additional annoying chore to pad out playtime
Why the frick would anyone hate a well designed inventory system like in Stalker or Resident Evil?
which Resident Evil? because classic RE inventory was fricking shit
>limited to 6 to 8 slots
>a small key takes the same space as a shotgun or hundreds of shells for it
My favorite inventory management game was Tarkov; too bad it's stuck in a shitty extraction shooter with no pvp opt-out.
When done right it can be an engaging 'mini-game' (see RE4). When done wrong it can be annoying and a huge pain.
God of Weapons has inventory mechanics (bonuses or maluses if certain items are next to each other, several synergies like that)
If game has small amount of loot or items, it's cool to work with limited inventory. If you deal with hundreds of items, shit should be just automatic. No one has time for this.
Absolute Yay, love me some tetris inventory juggling, genuinely, it gives the game much more sense of taking place in a real space.
Console-driven list inventories like the ones TES/Fallout games ended up with are the purest cancer imaginable.