Volt wrote:That would be interesting though If they made carring items unlimited but the more you carried the slower your character walks/runs. That would be great in Survival/Horror games. RPGs? I think Item space should remain Unlimited in RPGs.
Actually, some of the RPGs I've played lately do account for this.
Morrowind uses an "Enbumrance" value, weight fatigues you quicker (and the more fatigued you are the less likely you are to make that block, hit with that sword/arrow, or cast that spell). You're not limited on the number of items, but everything (aside from money) has a weight.
Arcanum did something similar to Morrowind, but it also physically effects your speed. They took the weight issue, used strength to create a "carry weight" (maximum you can carry) and then created ranges of weight that effected how fast you could move, etc.. In Arcanum the Mana and Fatigue was the same thing, so if you're running around loaded down, not only where you in danger of passing out (fatigue=0 and you're out like a light) but you where also faced with a lack of energy to cast spells with (wasn't a big deal if you went with the Tech side or just didn't bother with magic).
Arcanum also used a system where larger items where physically bigger and you had to fit them into the spaces in the inventory screen (I think Diablo did this too, Deus Ex was another that used this sort of system).
What might be interesting too, would be for a skills based RPG (such as Fallout, Morrowind, Arcanum) to have an "orginization" skill that made access to your inventory quicker or slower (actually, I think Fallout had this in the form of a Perk that cut the number of turns down for access to your pack).