Grid Inventory: Difference between revisions

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{{trope}}
[[File:DS_KingdomHearts358_01_4424.jpg|link=Kingdom Hearts: 358/2 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.
 
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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* 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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* [[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.
* [[Eve 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.