Apart from the classic "no limits" inventorys of the LucasArts classics, I remember a few games whose inventory interfaces were particularly good or bad.
Legend of Kyrandia/Fables & Fiends had a particularly limited inventory, which really wasn't good for the game, especially in the ever-so-trying cave exploration sequence. A great game in all other respects, though. Hand of Fate improved the inventory, there was still a limit but it wasn't hampering the game at times like in the first game.
On the good side, there's the Discworld games which really had great inventory interfaces. There was basically no limit to the amount of items you could carry around in the Luggage, but at times you couldn't bring the Luggage with you and then you had to choose a few items (four was the maximum I think) that Rincewind would take with him in his own inventory. Then there was Discworld 3 which had three different inventory interfaces IIRC. Each very useful and perfectly logical.
But of course, I still say that inventorys in adventure games should be limitless. Not so in RPGs where you really want some degree of realism when it comes to how many/large/heavy objects someone can carry, prefferably in a sensible relation to their other stats.
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