Which is directly-symptomatic of a game with an excessively-bloated number of items filling up people's inventories, while offering no, or poor, indication of whether any of it is useful.
Constantly consulting external database sites, manually-checking every item against the Marketboard, or just throwing everything away in a fit of exasperation, is all — to put it mildly — not a clean UX.
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Additionally, while "but X does Y" is not exactly an inherently-persuasive argument, that most other games have implemented Material Storage systems still speaks to the fact that this is considered a valuable and logical feature by many designers, and well-received by many players.
Even within XIV, your arguments could also be applied to, for example, Glamour items, Seasonal items, various Currencies, such as Seals, MGP, Tribe tokens, Scrips, Tomes, etc — yet these have ended up being given their own specialised and separate storage systems, indicating that there is both an appetite for, and support of, these sorts of concerns.
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It's obviously both, making this needlessly-reductive.
The game very poorly provides pathways to retain items that may not be immediately-useful, but also may not be convenient — or even feasible — to quickly re-obtain if they are needed at some point, such as Glamours that drop from tedious and prolonged grinds such as Dungeons and Alliance Raids, or become entirely-unavailable after limited windows (hence contributing to why the Glamour Dresser appeared in the first place).
So while yes, there certainly is an element of "inventory management" designed into most RPGs, and it is possible for players to "packrat" excessively and handle it poorly, it is absolutely not inherently the players's fault if a game floods them with more inventory than they feel like they have space to handle, or time to analyse and sort-through.
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Besides being needlessly-condescending, this isn't even accurate.
Your example only works in a world where the following are true:Were money actually perfectly-equivalent to goods storage, there would be no reason for any individual, or even nation, to retain stockpiles of anything — "You can always go buy what you need".
• The Gil value of an item remains perfectly static over time
• Retainer slots to sell items are unlimited
• Market demand for a given item is infinite, meaning it will always sell, rather than require prolonged undercutting and micromanagement (because the alternative, the vendor Gil value of any given item, is essentially equivalent to simply Destroying it, barring the few items specifically-intended to be sold that way)
• The quantities of items available on the Market Board remain static over time, and will never enter shortages, nor price-spikes, nor be listed in quantities severely-disproportionate to the amount you actually need



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