In my opinion, the most important criterion on which one should judge an RPG is the rate at which the game forces the player to make difficult decisions. A game using an 'infinite of anything' inventory system doesn't really force the player to make any interesting decisions while she's standing behind the counter in the item store; the answer to the question "what do I buy here?" is almost always "more than enough of everything." Consumable items are usually inexpensive, and money is easy to come by in games where you can just grind for a few minutes outside of town till you have what you need (which is most RPG's). Games using a 'little bit of everything' model are little better. In this case, the answer to "what do I buy here?" is always "as much as the game will let me." Item shop decisions get much more interesting in games that impose harsh limits on your inventory.
Consider the game Evolution, an RPG for the Dreamcast. Your inventory space is severely limited, and to make things even trickier, money in the game is semi-finite. When you browse the item shop in Evolution, you have to ask yourself a lot of questions about the dungeon you're about to go into.
What status effects will I have to deal with here, and how frequently will I be inflicted with them? If one of my characters does get a negative status effect that I'm prepared to cure, is fighting with that status affect worse than spending a turn to cure it? Am I more concerned about healing light damage in multiple characters, or heavy damage in one character at a time? This depends on what monsters you are going to be fighting, as well as how you've chosen to set up your party. The answer to all of these questions will affect which items you buy, and in what proportions. Instead of being an errand you have to run before diving into the dungeon, the item shop is a meaningful part of the game.
But what about items that you don't buy in stores, those super rare consumable items that you save for a rainy day because they're just too awesome to use? Evolution has those too, but they don't usually invite you to make interesting decisions in the same way. One such item is the green moss, an item that you'd be lucky to find five of over the course of the game. Being that rare, most players would be compelled to save them for a potentially difficult battle in the unspecified future. It works out well enough in this case, since the only place where they're particularly necessary is against the final boss of the game. If you have around four or five of them, you can use a tactic that ends the fight in a few rounds when it would otherwise be a difficult battle. Until then, the player can just keep them in the storage locker in the protagonist's house, as not to waste precious inventory space on an item she probably won't be using any time soon. I imagine most players appreciate the storage locker, but as I see it, the storage locker robs the player of a chance to make an interesting decision.
Consider Super Mario RPG, Legend of the Seven Stars, the quirky offspring of Nintendo and Square. Many consider it a Beginner's RPG designed to initiate eleven year olds, but it has one of the most unforgiving inventory systems I've ever seen in a game. Your inventory can hold a grand total of 29 items, nothing stacks, and you have no storage. This makes things complicated right from the start. Ten minutes into the game, you are practically handed a Kerokerocola, a rare, powerful healing item which is also too awesome to use. It fully heals all members of your party, but at this point, your party consists of only Mario, so there obviously must be a better time to use it. Problem is, since there is no storage, as long as you are holding on to that cola, saving it for who knows what, you have effectively reduced your inventory to 28. It only gets worse from there, since this game is full of super unique items: a membership card to a top secret casino, a magical money bag that has infinite coins in it, etc. They all take up space in your already tiny inventory. For each of these rare or unique items in your inventory, you have to choose between long term security, knowing that you have a very useful item in case the situation should demand it, and the immediate benefit of extra inventory space that you get from discarding the item, never to be seen again.
Unfortunately, the game just generally isn't difficult enough that you'd ever need the extra inventory space. But still. Points for trying.
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