Grid Inventory: Difference between revisions

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{{trope}}
[[File:Residentevil4-grid.jpg|thumbnail]]
[[File:DS_KingdomHearts358_01_4424.jpg|link=Kingdom Hearts: 358 Days Over 2|frame| A rather literal example.]]
An alternative to the [[Hyperspace Arsenal]]. Instead of having an infinite amount of generic space to store things, you have a grid to store them in. The size and shape of objects varies; a key may fit into a single grid section, while a box of ammunition takes up a larger square of sections, and a rifle needs a long rectangle. Usually an object must always take up at least one section, no matter how small the object, so one's inventory can quickly become filled up with small things like keys and scrolls.
 
An alternative to the [[Hyperspace Arsenal]]. Instead of having an infinite amount of generic space to store things, you have a grid to store them in. The size and shape of objects varies; a key may fit into a single grid section, while a box of ammunition takes up a larger square of sections, and a rifle needs a long rectangle. Usually an object must always take up at least one section, no matter how small the object, so one's inventory can quickly become filled up with small things like keys and scrolls.
 
Weight is generally ignored in these systems. A gold ingot and a sheet of paper will take the same percentage of carrying capacity, even though the ingot is thousands of times heavier.
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** There's also something of a cheat: in order to assign an object to a hotkey, you need to place it in one of the ten slots at the bottom of the screen, thus removing it from the grid. These slots ignore the dimensions of the item, and you can assign any item to them, which means that you can save a lot of space by assigning armor and weapons to them.
* The ''[[Neverwinter Nights]]'' and ''[[Neverwinter Nights 2]]'' series have both a grid system ''and'' a weight system, although in ''NWN 2'' you almost never run out of grid space. They don't have a size limit, though, so, as long as you can carry items to the weight of ten full-plate suits of armour, you can carry ten full-plate suits of armour, even though any one of these is almost as big as you. And ''NWN 2'' does have a defragmenting button (?Arrange Inventory?). Ha!
** The key difference between both games is that ''[[Neverwinter Nights]]'' takes different sizes into account: An armor set requires much more space then a potion although you are still given enough grid space to carry around several sets of full plate armor. In ''[[Neverwinter Nights 2]]'', every single item takes up exactly on space on the grid and containers such as bags can hold an absurd amount of items, rendering the [['''Grid Inventory]]''' fairly pointless.
* The ''[[X-COM]]'' games made heavy use of this, even giving the characters separate grids for each body location (and separate Time Unit costs to move things from place to place).
** Most slots were never used. A gun in hand, ammo and grenades on the belt, and ''maybe'' an additional gun and ammo in the backpack. That still left shoulder and leg spots available, but, considering the fact that there was nothing useful to put there, ''and'' the fact that the weight of equipment is an important factor in how far your soldiers can move, they were almost always left blank.
*** However, it's marginally faster to move grenades (and high explosive) to the hands from the shoulders, rather than the default belt slot.
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* Many games fail to account for different sized objects properly. In ''[[Diablo]]'', six sheets of paper take up as much space as a breastplate. ''[[Baldur's Gate]]'' is even worse, since all items take up the same amount of space, a character with maximum strength could carry sixteen suits of full plate, but they still couldn't hold more than sixteen pearls (unless you get a jewel bag, ''good luck finding one''.)
** Most mods, particularly mods developed by one of the ''game designers'' fix this by allowing identical items to be stacked. Additional mods (of even the same ones) can allow items to be stacked infinitely, making the game ''much'' less annoying for inventory management.
* The game ''[[Darkstone]]'' is annoying in this, as you have a comparatively small inventory grid and are required, among other things, to collect seven magical [[MacGuffin|MacGuffins]]s with which to defeat the [[Big Bad]]. It becomes forgivable, however, once you learn that you can place an object ''anywhere'' in the game and it will stay there until you come back for it; thus, all those conveniently abandoned houses back in the starting village become handy places to store the crystal shards, weapons you're not strong enough to use, books of spells you can't master yet, and other things you want to keep but don't want to be lugging around.
* [[First-Person Shooter]] ''Chrome'' is not a [[Role -Playing Game]] combo, it's not a stealth game, it doesn't require particularly smart tactics. It's just a FPS. So it wouldn't make sense for it to have a [['''Grid Inventory]]''', right? Well, tell it to the game designers. It's even worse than usual, too, because the inventory is not one large rectangle - it's a medium rectangle, two small ones and a square (or thereabouts). This makes it virtually impossible to carry anything more than two weapons (and even that becomes a problem if you have to wield a rocket launcher) and some ammo.
* The ''Dark Sun'' games had an inventory system similar to ''[[Baldur's Gate]]'' (which owes ''Dark Sun'' a lot in terms of UI), where each item took one slot and there was also a weight limit. However ''Dark Sun'' had a lot of chests and bags which you could use to multiply inventory size several times.
* Basically every single game made by Level-5:
** ''[[Dark Cloud]]'': You have a finite amount of space on each of your inventory grids (items, weapons, weapon attachments, Georama parts, warehouse). The maximum amount of items you can carry can be increased with "Pocket" items obtained as rewards for completing Georama events; unfortunately, you STILL run out of room quite often because like items don't stack--ifstack—if you have ten Premium Chickens, that's ten slots on your grid filled up.
** ''[[Dark Cloud]]'' ''2'' was quite a bit more generous with grid space, as it's extremely difficult to completely max out your inventory grid. Helpfully, like items stack this time around. However, it only has ONE inventory grid, unlike the previous game, so '''everything''' you have--recoveryhave—recovery items, key items, weapons, outfits, weapon upgrade items, robot parts, Georama elements, fishing stuff--'''all of it''' goes on one huge-ass grid.
** ''[[Dragon Quest]]'' VIII was developed for [[Square Enix]] by Level-5, and also features a grid inventory.
** ''[[Rogue Galaxy]]'' has a grid inventory which is divided into 7 pages, six of which hold 40 items each, the seventh of which is designed specifically to hold the game's rarest items. The warehouse is also gridded. Like items stack, like in DC2. It's still possible to cram most of your inventory panels completely full of the ridiculous amounts of crap you collect in this game.
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* [[Titan Quest]] also sport a grid inventory, plus extra grids in the form three magic bags. The expansion add a sort button and has a much smarter inventory auto-management.
* ''[[Silent Storm]]'' has a grid inventory, but due to the shapes of some items it is very prone to [[Inventory Management Puzzle]] syndrome despite its auto-sort feature. And to survive properly you pretty much have to loot every battle map before leaving for home, making things even more difficult. And yeah, weight is meaningless.
* The main gameplay mechanic in ''[[Kingdom Hearts: 358/2 Days Over 2|Kingdom Hearts 358 Days Over 2]]'' everything, including weapons, spells, skills, items, accessories, backpacks (the amount of mission-found items you can carry) and even levels take the form of panels, which you need to place into an ever-expanding grid to make use of them. There's also multiplier panels that multiply the effect of all panels of given type by up to 4 and a lot of skills can be enhanced a variety of ways in the same manner. The varied shapes and sizes of panels creates a far more [[Tetris|literal]] form of [[Inventory Management Puzzle]] than most games.
* ''[[Fate]]'', a [[Diablo]][[Roguelike|like]], featured this in all its irritating glory. There was nothing more fun than warping home with an inventory "full" of six double-bladed axes, and about 33% of your grid actually empty.
* ''[[EveEVE Online]]'' has a grid system. A display option is for inventory items to show icons in a grid pattern of the same size. However, Each item has an m^3 associated with it. So your ship can only hold so much.
* The [[Car Wars]] like boardgame ''Battlecars'' used this. Each car had several weapon bays, usually 2x4 squares. You could carry 8 volleys of machinegun ammo (1x1), four 1x2 artillery shells, or two 1x4 missiles, of increasing power, mixing and matching as you wish.
* ''[[Minecraft]]'' has a grid system for your character's inventory. 40 slots, including 4 for crafting and 9 available for use/hotkeyed. One slot can hold up to 64, 16, or one of an item, depending on the type. You can also build chests, which have 27 slots or 54 for the big chests. While there are no objects larger than one slot, one often has to rearrange inventory just to put what you need in the use row, to be able to find things in it, or to combine multiple stacks into one 64-stack to free up slots.
* ''[[Legend of Mana]]'': The Logic Blocks that go up into making your [[Robot Buddy]] are arranged on a grid, with more powerful Blocks taking up more space. Where they are arranged also affects the behavior of said robot.
* ''[[Dead Space (video game)|Dead Space]]'' and ''[[Dead Space 2]]'' have a simple system of inventory with most things taking up on square but ammo and stasis refills stack. Weapons have their only separate section, as do plot items. Getting better suits increases you storage space.
** Though in ''[[Dead Space 2]]'' weapons go int the same inventory as the rest of the items, and only take up one space like everything else.
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* ''[[Solatorobo]]'' allows the Dahak to be upgraded with modules slotted into a grid, but the entire grid isn't available at first. Finding Power Crystals to unlock new slots is one of the main reasons to search areas thoroughly! The modules come in all shapes and sizes, including some of the classic Tetris blocks. Once you get the Mk 2, the total unlockable space increases as well, allowing for further enhancement.
* ''[[Kid Icarus: Uprising]]'' uses this for equippable powers.
* ''Runescape[[RuneScape]]'' has an inventory of 28 spaces, no more, no less. However, some small things like coins or feather stack (meaning you can have a large amount of them only taking up one inventory space), but other small things you think would stack (herbs and other items), don't.
* ''[[Freedroid RPG]]'' has a grid, with the bottom row doubling as hotkey slots.
* ''[[UFO Alien Invasion]]'' is one of the few that have grid inventory, but items can be turned (e.g. a typical magazine can be fit in 1x2 or 2x1 space) and not all are rectangular (while most weapons are 2 squares wide, bullpup rifles have 1 square wide muzzle side, laser rifle and plasma blaster have thick barrels, but 1 wide stock side, LMG and needlers have both).
 
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[[Category:Video Game Items and Inventory]]
[[Category:Grid Inventory{{PAGENAME}}]]