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Inventory management -grid vs list

Started by June 12, 2015 06:13 AM
16 comments, last by DifferentName 9 years, 6 months ago

I am not much into RPG games but I think it is also related to average number of items.

For example, I had found Starbound's grid based inventory quite confusing especially because you could easily put same item to several cells.

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while I think SkyUI does a good job with listing

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Grid based.
Pros. Familiar, easier to find items visually?, can implement different sized items for some inv management games.
Cons. Micro management of inventory can detract from the game for some.

List based.
Pros. Removes the need for management. Can manage different sized items with 'size' and capacity variables rather than playing Tetris.
Cons, harder to quickly glimse items.

You could display them all at once in the field of view and limit size by weight value.

That way, all items are visible, and items have different mass and you have a maximal capacity.

I always wondered why volume somehow made more sense than mass in rpgs...

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I suspect this largely has to do with how many unique items you're going to be carrying around at once. The more limited your space the better a grid works. The more "bag of holding" your character is the better a list works. I believe it's basically as simple as that :)


Grid based.
Pros. Familiar, easier to find items visually?, can implement different sized items for some inv management games.
Cons. Micro management of inventory can detract from the game for some.

List based.
Pros. Removes the need for management. Can manage different sized items with 'size' and capacity variables rather than playing Tetris.
Cons, harder to quickly glimse items.

I fixed that list for you.

All these points are about usability, not utility. Usability of grid and list inventory interfaces are not similar, but utility is. At least according to the definition of utility that I use.

Ok, I suppose I'm talking about usability. Some of what AlecS said was about usability too. Usability is an incredibly important part of the game, making the question of inventory layout an important one. I'm willing to change the features available (Utility) if it improves the usability of the game.

I'm working on a tactical RPG, so I've been comparing the original X-Com UFO Defense to the newer XCom Enemy Unknown. The original X-Com had a robust inventory game with belts and backpacks and different sized items. You could fill up your belts with ammo, and take all the guns you could carry, swapping things in an out of your backpack in battle to get just the item you needed. XCOM removes all that. You get 4 or 5 items in specific categories, limiting you to just a few choices with your items. I think they do this to make the game smoother, streamlined, and very easy to use. These changes to the utility were done for the sake of usability.

The one utility grid based inventory can have that lists can't, is the "inventory tetris", described before. Item size defined not just by a number of spaces, but by their dimensions. This isn't done much now, but I do like the idea of making a game with an Extremely limited version of this, where big items are really big, and just don't fit in your pack. The odd inventory shapes in X-Com would be a great game to look at for ideas with this. So in a survival game, you might fit ammo or a candy bar on your belt, but not a can of food. Like cyberpunkdreams said:

if you are going to limit something, really limit it

Radiant Verge is a Turn-Based Tactical RPG where your movement determines which abilities you can use.


The one utility grid based inventory can have that lists can't, is the "inventory tetris", described before. Item size defined not just by a number of spaces, but by their dimensions.

You can have effectively the same system in a list-based inventory, representing the dimensions with numbers (e.g., height: 1, width: 2); the items would be auto-sorted on a grid under the hood with no visual representation of the grid ever given to the player, except for numbers indicating the remaining space. The usability of that is questionable (someone somewhere can probably come up with a game where that would be cool), but the utility is certainly there. Even manual sorting could be done that way.

Understanding the distinction between utility and usability is important. Once you know exactly the core tasks you want your system to perform, you can build your UI around it; that's designing with vision. If you don't know what tasks you want your system to perform, you don't know what you're building a UI for. The information AlecS provided is not enough to make any real recommendations for his game, and it would need to go through user testing either way.

First goes the type of the game, number of characters, theme, etc :) That's without doubt (if you are making a jRPG where you control a 8 character's party there is no brainer to use the list). That's the most important factor.

Now, personal stuff :) I feel the grid based is outdated... I mean, what's the fun in playing a puzzle if you are an RPG fan? Is it sooo fun to sort out hundreds of skins, rags and fit them into slots? With drasticly increased age of players nowadays, and therefore less time, I think we should aim to compact the gameplay and remove the unnecessary grind and boredom/tediousness. So, I vote for lists.

But then, a list and a list is not the same :) How about weight limit? Is the list an endless bag of holding? Or just a list of items where weight is the real bottleneck? Do you have a lot of small items that weight almost nothing or big ones primarily? How many items you can collect and carry during the game (what's the intention)?

An interesting twist is it to make "a list with 25 positions only" (one game used it, I do not remember the name).

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I think DanglinBob has a good point.

If we Look at the Tetris grid, Icon grid and list inventories; we can see there is a clear difference in the items hoarded.

Consider these three items: Sword 5 dmg and 10 Gold / A Broom 2 dmg and 2 Gold / A Cup 1 dmg and 1 Gold

As far as gold is concerned the value of each item is 1 Sword = 5 Brooms = 10 Cups

Now with a list inventory a new value will be added to prevent players from looting any thing that isn't tied down, the new value is weight. The Sword 3 lbs / Broom 1.5 lbs / cup 0.1 lbs.

30 Cups > 1 Sword > 2 Brooms

In Icon grid any item takes one slot, often these items have a stack value to control there worth. Sword 4 Stack / Broom 4 Stack /Cup 9 Stack.

4 Swords > 4 Brooms > 9 Cups

For the Tetris grid each item consists of small squares (X,Y). Sword 3*2 / Broom 4*1 /Cup 1*1

1 Sword and 2 Cups > 2 Brooms

These different inventories allow the developer to place value where it is important, also to tweak the values of each item.

I agree with Nyaanyaa, all of these inventories can be tweaked to have the exact same values and to function the same mechanically. The important difference between them is how the mechanic is experienced, from the players viewpoint.

I also want to point out that even if all of these systems can be used in exactly the same way, most developers don't use them the same. The real world has a influence on the value of items, even in games, these small changes cause the inventories to differ drastically.


The one utility grid based inventory can have that lists can't, is the "inventory tetris", described before. Item size defined not just by a number of spaces, but by their dimensions.

You can have effectively the same system in a list-based inventory, representing the dimensions with numbers (e.g., height: 1, width: 2); the items would be auto-sorted on a grid under the hood with no visual representation of the grid ever given to the player, except for numbers indicating the remaining space. The usability of that is questionable (someone somewhere can probably come up with a game where that would be cool), but the utility is certainly there. Even manual sorting could be done that way.

Understanding the distinction between utility and usability is important. Once you know exactly the core tasks you want your system to perform, you can build your UI around it; that's designing with vision. If you don't know what tasks you want your system to perform, you don't know what you're building a UI for. The information AlecS provided is not enough to make any real recommendations for his game, and it would need to go through user testing either way.

No, designing with vision is considering the UI while you design the core tasks. Literally visualizing the UI as you design to see how the game will play as you design it. What you describe sounds more like designing a game on a spread sheet first, then slapping a UI onto it after you're done. Numbers to define width and height without a visual representation of that width of height in a grid would be foolish beyond belief. You say it's possible to make a point, but whether it's possible or not, it's would be a far inferior way to do the UI for that kind of game design. It would be like playing a text based version of tetris with a written description of the shape and orientation of the pieces. You could do it to prove a point, but it would be a horrible game.

Now, personal stuff smile.png I feel the grid based is outdated... I mean, what's the fun in playing a puzzle if you are an RPG fan? Is it sooo fun to sort out hundreds of skins, rags and fit them into slots? With drasticly increased age of players nowadays, and therefore less time, I think we should aim to compact the gameplay and remove the unnecessary grind and boredom/tediousness. So, I vote for lists.

There's definitely an older version of grid based that seems outdated, like the old X-Com and old Diablo games, where some items take up 2x3 spaces or more in the inventory. That kind of inventory management feels more like an unnecessary hassle most of the time. However, there are new games with grid based inventory too, like Diablo 3 (all weapons and armor are 1x2, with some small items like rings and crafting materials that are 1x1). WoW and Don't Starve have grid based inventory where everything takes up 1 grid space, with some items being stackable.

I prefer simple grid based inventories. Instead of limiting items by weight, they limit what you can hold just by a number of spaces. It's less realistic, but generally I don't want to deal with my inventory more than that. I also like the more visual representation of what I'm carrying to a list. However, I guess this feels more clunky once you have so much stuff that you need several packs, and everything gets spread around unless you organize it yourself.

Bethesda comes to mind for list based inventory, using weight to limit what you can carry. With weight in Bethesda games I always end up getting too involved with the math, making sure I'm carrying the best value for the weight. I don't really enjoy it, but I get caught up in it nonetheless.

Radiant Verge is a Turn-Based Tactical RPG where your movement determines which abilities you can use.

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