• I’m glad I was able to give you some food for thought. For my part, I can see how some games might benefit from inventory limitations. Certainly if you’re making any kind of realistic simulation, infinite inventory space would be inappropriate. Allowing the player to amass huge stockpiles of consumables is probably also not a good idea (though this issue can also be attacked from the other direction, by simply not giving the player too many consumables in the first place). After further consideration, it seems clear to me a distinction should be drawn between inventories used to hold items the player uses, such as weapons and consumables, and inventories used to hold vendor trash. I still firmly believe that the latter should be unlimited and the player should not be forced to interrupt the fun they’re having slaying monsters just to make room for more loot. It doesn’t help that most games don’t in fact make such a distinction and just have one inventory for everything (Kingdoms of Amalur being the only exception I can think of at the moment).