Grid systems are also handy for faster visual identification and sorting, but this only works when the kinds of items in the game (or their icons) are distinctive enough to not become a totally cluttered mess.
ARPG's are an example where I actually kind of hate grid systems. I've never honestly enjoyed trying to sort through 10 different melee weapons with different combinations of stats, almost constantly, throughout the entire game.
Somehow though, the list system in Borderlands was less of a pain. Probably because you could very quickly identify what you weren't going to want, based on details like the gun manufacturer, type of firearm, or tagline perks.
Same here, lol. Even more-so with legendaries and some of their lulzy (and sometimes informative) taglines. It's been a while since I've looked back on Borderlands and considered how well they did their itemization.
Sadly the Pre-sequel pretty much ruined the rest of the games for me by showing just how much of the game experience in that series depended on solidly planned scripted NPC-spawning events. And how much the questing satisfaction in it almost solely depended on humor, because from a gameplay perspective they were totally mundane fetch quests.
Grid systems are also handy for faster visual identification and sorting, but this only works when the kinds of items in the game (or their icons) are distinctive enough to not become a totally cluttered mess.
ARPG's are an example where I actually kind of hate grid systems. I've never honestly enjoyed trying to sort through 10 different melee weapons with different combinations of stats, almost constantly, throughout the entire game.
Somehow though, the list system in Borderlands was less of a pain. Probably because you could very quickly identify what you weren't going to want, based on details like the gun manufacturer, type of firearm, or tagline perks.
Same here, lol. Even more-so with legendaries and some of their lulzy (and sometimes informative) taglines. It's been a while since I've looked back on Borderlands and considered how well they did their itemization.
Sadly the Pre-sequel pretty much ruined the rest of the games for me by showing just how much of the game experience in that series depended on solidly planned scripted NPC-spawning events. And how much the questing satisfaction in it almost solely depended on humor, because from a gameplay perspective they were totally mundane fetch quests.