Inventory UI: Grid vs. List

Abstract

Problem: Which inventory interface is better for games β€” grid-based or list-based? And what trade-offs does each impose on developers and players?

Approach: Tim Cain draws on his direct experience shipping three games in six years (Fallout 1997, Arcanum 2001, Temple of Elemental Evil 2003), each using a different inventory approach, to compare the two paradigms from both developer and player perspectives.

Findings: Lists are simpler to implement, work naturally with controllers and keyboards, and excel at text-based browsing β€” but tend to grow unwieldy and require scrolling. Grids offer superior spatial visualization and a more intuitive "full = full" encumbrance model that players accept more readily, but demand more art assets, more complex input handling, and harder engineering β€” especially with variable item sizes.

Key insight: Fixed-size icons on a non-scrollable grid offer the best player-facing experience, which is why Cain adopted this approach for every game after Temple of Elemental Evil β€” including Pillars of Eternity, Tyranny, and The Outer Worlds.

Source: https://www.youtube.com/watch?v=0O19mDanbJM

References