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.
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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.