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Thank you for writing this. I am turning it over. I wonder how we can teach this to players, aside from devising systems which incentivize using items, such as by the use of temporary use-it-or-lose-it items , or by the capacity to transform items into other  benefits in a timely fashion. Some games, such as the oft-lauded "inventory Tetris", do teach players to think of inventory as a skill. Aside from including puzzle mechanics such as that which can make the player feel challenged rather than restricted, I think that, inevitably, asking players to fight against arbitrary limits will produce negative frustration.

Envision an inventory system where one can collect infinite amounts of items in safe chests but only carry a limited quantity or weight with them. Players tend to like these better. Restricting inventory often simply leads to players ignoring vast aspects of gameplay entirely because they do not want to carry items with limited uses. Even in a game such as Sekiro (in which one can grind infinite spirit emblems and can only carry a small amount), many players opt to not use their spirit emblems at all due to a concern of eventually running out, while a renewable resource such as Estus flasks in Dark Souls (in which the flasks refill endlessly at any safe zone, with no grinding required) does not lend itself to low usage.

I see players hoarding items they will never use or touch. I would like to think of ways to incentivize players using items and actually engaging with all game systems.

I'm glad you like! It's kind of a rough outline, the tip of the iceberg, of a larger thing I'm working on exploring these ideas.

As to the problem, I certainly don't have "an" answer, but part of the point of this work is to examine the different ways inventory designs shape gameplay and player experience. I plan to do some actual case studies comparing different systems. But, I do think a big part of it is changing the relationship to item collection so that there isn't an expectation to picking up everything. A player hoarding potions and never using them may change their behavior if they can only have 10 potions and they keep encountering potions. But if the result is then that players always have 10 potions, then why even have the item, just use like an "estus system".

The other part of this for me is that you can't focus on just one of the Design, UI, or Implementation aspects and solve this problem. These things are interconnected and therefor inventory design needs to be approached kind of holistically. At least that's my conclusion, as this whole project of mine has grown out of my attempt to focus on just concept or just implementation. 

Thank you. I did not mean to intend for you to answer me. I merely wanted to present some additional disjointed thoughts that arose within me as I read this excellent work. Still, thank you for your expanded thoughts.

I agree that the end result of always having ten potions does not make much of a difference at all, nor can one only change one aspect. I will continue to think about how to implement such in my own projects, and I look forward to yours.