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What are the inventory UI conventions in adventure games?

vivivi

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Hello adventure gamers,
I am someone who doesn't know much about adventure games, but wants to know about their inventory UI conventions. What are some common ways the inventory is presented or interacted with, in adventure games with an inventory?
 

Maxie

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Hello adventure gamers,
I am someone who doesn't know much about adventure games, but wants to know about their inventory UI conventions. What are some common ways the inventory is presented or interacted with, in adventure games with an inventory?
there's usually a bar at the bottom or the side of the screen, hiding or not, 1-row or 2-row if there are verbs as well
rarely there's a separate 'pocket' menu for all sorts of inventory items resembling an actual pocket or a box of items, like in sam&max
 

JarlFrank

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King's Quest VI's inventory opens up onto the top of the screen and shows you a list of icons:
inventoryupstairs.png


Monkey Island 2 has a list of icons permanently on the bottom right of the screen, the arrows allow you to scroll through the list:
monkey-island-2-special-edition_2119391.jpg


The original version of Monkey Island 1 had a list of object names instead of icons:
image015_w1110.jpg


Generally, there are two main types of inventory interface in adventure games.
The first is the Sierra style, which King's Quest VI represents. A separate inventory screen that opens up when you click on it.
The second is the Lucas Arts style, which the Monkey Island games represent. The interface is permanently displayed at the bottom of the screen, with verbs on one side and inventory items on the other.
 

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