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{{quote|''You don't have a backpack. What you have there is an invisible leather [[Doctor Who|TARDIS]].''|'''Gimli''', ''[[DM of the Rings]]''}}
Videogame characters, particularly in [[First-Person Shooter
In practice, a [[Hyperspace Arsenal]] serves to reduce the more annoying aspects of inventory management, removing the need to constantly shuffle stuff in and out of your backpack. Some games may choose to restrict inventory for balance reasons: It might upset the difficulty curve if the protagonist can carry around an infinite amount of healing items. This can be more realistic as in ''[[Halo]]'''s rule of no more than two weapons at once or still kind of exaggerated, as in many [[Adventure Game]]s' "you can only carry twelve items"-type ruling. The result, more often than not, is the more annoying variety of [[Inventory Management Puzzle]] (and often pretty absurd—Bazookas regularly take up as much space as gum wrappers.)
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{{examples}}
== Sub-Pages ==
* [[Hyperspace Arsenal/Video Games]]
== Unsorted Examples ==
* Heavily averted in ''7.62mm High Caliber''. The grid inventory system is divided between two quick-access pockets on your fatigues, belts (two of which include holsters), tactical vests, and backpacks, with the different carrying items divided into smaller pockets that can only accept items of a particular size or smaller. All of the belts, vests, and backpacks appear on the character model and backpacks even prevent soldiers from rolling while prone. On the other hand, the grid is very strict and doesn't allow for items to be rotated, which greatly limits what can be carried in certain pockets.
* ''[[Ace Combat]]'' wouldn't work ''without'' this trope. On top of the ludicrously high number of missiles and special weapons (as parodied [http://www.afblues.com/wordpress/2007/07/22/07222007/ here]), if you use 3rd-person view (as in "behind the plane") and move the camera underneath the plane, you can even see weapons ''magically'' reappear once they're available for firing again!
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