Adventure & RPG Games · 8
Inventory limits are not only realism; they create decisions by forcing players to decide which possible future problems deserve space right now. The design side has its own twist. Save points used to be partly a technical constraint, but designers learned to use them as atmosphere: a safe place feels safer when the game visibly lets you stop there. The most dangerous RPG sentence is 'I'll sell this; I probably won't need it later.'
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This actually happened
Inventory limits are an old adventure-game trick. Designers use them to force decisions: the interesting question is not whether a treasure exists, but whether it is worth the space. For the next piece of trivia: Text adventures gave us the phrase 'You are in a maze of twisty little passages, all alike.' It became one of gaming’s classic jokes about getting hopelessly lost.
