
There’s few people who would contest that great characters, a compelling story, and challenging puzzles make a game great, however sometimes it’s the little things that can make a game fun or tedious. In this week’s episode of The Vagabond Gamecast, Matt and Steve take some time to discuss some of what makes a great or poor inventory system. Our heroes cover some simple mechanics such as what was used in earlier platforming titles such as Adventure Island, Castlevania, Super Mario Bros 3, and Super Mario World to the more in-depth RPG sytems such as Dragon Quest, Final Fantasy, and Suikoden. We talk about the over-encumberance featured in Skyrim vs the Tetris-like layout of systems in Ultima VII and Day Z and even the less approachable but flexible systems in text parsing games such as Quest for Glory.
So come on over, get un-encumbered, and let’s talk what’s in our inventories!
