Many fans of Final Fantasy I and II criticize the inability to carry more items. This wasn’t a problem with later games and other editions, but it was something fans took note of. Albeit, this added to the difficulty. Memory limited the game’s ability to hold data, so Final Fantasy II taught us resource management skills. What did we need most on this journey? Choose wisely, because in dungeons there’s no going back.
Final Fantasy I had a limited inventory of about 30 or so items. Final Fantasy graciously gave key items their own window. No so in Final Fantasy II. Final Fantasy II was worst. Imagine having only 32 available slots for items. Now subtract fourteen of these slots for key items you’ll only ever need to use once. Our inventory capped at 32 items. Sadistically, the key items took up more of your space. We needed that space for potions, ethers, tents, etc. However, this increased the challenge. Now, you had to strategically decide what you needed at which points in the game. And as the game went on, slots decreased, increasing the challenge.
Fans objected; this was a game. We wanted to have fun. Managing resources, for some, was not apart of the fun. So later editions removed the inventory caps. Now we can play the game uninterrupted. Of course, some of the challenges disappeared…
I know it’s fantasy, but does it make sense to carry so many items? I guess it really doesn’t make sense to carry a canoe wherever you go. And perhaps we could have extra space for our potions in those canoes. But strangely enough, I appreciated having an inventory cap. It made the game feel more realistic. Depending on how big potions are, you’re not going to carry 100 on you. It’s way too many. Only what you need. Firion, Maria, and Gus could even have extra slots to take items with them in battle.