Exploiting an Inventory System: An Ode to Mules
If I had to choose a videogame archnemesis, it wouldn’t be a boss or an enemy. It would be a completely benign figure in the ecosystem of game design conventions: the inventory system. Alternately both friend and foe to the RPG completionist, the limitations it imposes on the tools and necessities we can carry in a game are often more of a curse than a blessing. It doesn’t give us enough space to hold everything we want, just what we need. And sometimes not even that.
Until I recently got back into Borderlands 2, it had been a while since I ran into the problem of low inventory space. I used to use console commands to get past the low carry weight in the last few Fallout and Elder Scrolls games. And the recent Pathologic 2, which uses the gridlike space management system seen in older games (like my beloved Diablo II), encouraged hoarding by necessity rather than completionist fixation. The conflict of having limited storage and a desire to cherish every unique item in the game hasn’t come up for some time. But Borderlands 2 did something in the years that I’ve been away, something I did not expect: It fixed the drop rates. Whereas once it felt impossible to get a Legendary or farm enough Eridium to purchase the slots to store it, the game now is like an open treasure chest. I get Orange items with every boss raid. The new Effervescent tier has a trio designed for Haderax the Invincible, reminding me of my set hunting days in Diablo II. And as usual, I barely have the room to carry them.

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