{"schemaVersion":1,"record":{"key":"mechanic/point-and-click--family-08","type":"mechanic","id":"point-and-click--family-08","lang":"en","title":"Inventory storage and limits","summary":"Storage limits require the player to choose which items to carry, leave or retrieve.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-08.md","aliases":["Storage and inventory limits"],"tags":["Point-and-click adventures","Core actions and items"],"sourceIds":["source-6669156765be17e4"],"sources":[{"id":"source-6669156765be17e4","title":"Resident Evil 4 (2023)","url":"https://gamemechanics.org/patterns/tetris-inventory","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Storage limits require the player to choose which items to carry, leave or retrieve."},{"id":"variants","title":"Variants","body":"### Variants\n\n<a id=\"family-08-branch-1\"></a>\n\n- Capacity: limit slots, weight, volume or unit count. <a id=\"family-08-variant-1\"></a>\n- Packing: fit items into a grid, suitcase or constrained space. <a id=\"family-08-variant-2\"></a>\n- Compatibility: separate items that react or spoil together. <a id=\"family-08-variant-3\"></a>\n- Fragility: transport without damage and maintain cooling, protection or state. <a id=\"family-08-variant-4\"></a>\n- Consumption: allocate a single-use item, charge, dose or material. <a id=\"family-08-variant-5\"></a>\n- Transport restrictions: overcome searches, borders, environments or passage size. <a id=\"family-08-variant-6\"></a>\n- Distributed inventory: transfer between characters, caches, stores, vehicles and locations. <a id=\"family-08-variant-7\"></a>\n- Replacement: find substitutes, recreate lost objects or recover used resources. <a id=\"family-08-variant-8\"></a>"},{"id":"context","title":"Context and limits","body":"A working classification with 44 families and 355 variants. Families overlap: one puzzle can combine items, dialogue, deduction and a character schedule. Core actions, progression architecture and assistance are separate layers. Sources identify examples from neighboring adventure genres."}],"relations":[],"placements":[{"catalogId":"point-and-click","id":"family-08","title":"Point-and-click adventures","url":"https://gamemechanics.pro/en/mechanics/point-and-click/#family-08","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Storage and inventory limits","description":"Storage limits require the player to choose which items to carry, leave or retrieve.","image":{"src":"images/mechanics/combat-tetris-inventory.webp","width":1024,"height":576,"crop":{"x":245,"y":68,"width":515,"height":370},"game":"Resident Evil 4 (2023)","sourceUrl":"https://gamemechanics.org/patterns/tetris-inventory","originalUrl":"https://cdn.gamemechanics.org/resident_evil_4_remake_inventory.jpg","credit":"Capcom; image via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. All rights reserved; excluded from the portal’s MIT and CC BY 4.0 licenses.","caption":"Free space in the Resident Evil 4 case","alt":"Free space in the Resident Evil 4 case","markers":[{"x":49,"y":45,"label":"An item’s shape affects packing"},{"x":70,"y":62,"label":"Free cells constrain the next placement"}]},"tips":["Explain storage limits before the player loses a needed item."],"examples":[{"title":"Resident Evil 4 (2023)","url":"https://gamemechanics.org/patterns/tetris-inventory"}]}},"endsAt":null,"provenance":"Original taxonomy adapted from user-selected design discussions; linked sources support specific examples, not the whole classification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/point-and-click"}}