Speaking as someone who went blind in his mid-20s and spent a lot of time in the dark or with only a screen for illumination, both inventory being completely unusable in the dark and inventory being fully usable in the dark make no sense to me outside of technical limitations, deliberate breaks from reality, and not being up to the task of programming proper darkness/inventory interactions.
Sure, not being able to tell a red scarf from a blue scarf in the dark makes total sense, but you should still be able to tell you have two scarves in your bag of holding and be able to manipulate them in a way where color doesn’t matter. And maybe you can’t tell the billiard ball from the glass orb because they are too similar in size, weight, and texture, but telling the glass orb from the Metal cube should be easy.
And yeah, any decent light source should be lightable in the dark… and it’s weird that a glowing sword doesn’t provide at least dim light.
Ideally, if I were making a game, I’d want something like
Well lit room:
You are carrying
a red scarf
a blue scarf
a cue ball
a Shiny metal Cube
A black Metal Cube
a frosted glass orb
A Tome of Fire
A Tome of Ice
A Tome of Lightning
A poor lit room
You are carrying
A red scarf
a blue scarf
two small, smooth, heavy spheres
a shiny metal cube
a dark metal cube
a red book
a blue book
a yellow book.
A dark room
You are carrying
2 scarves
two small, smooth, heavy spheres.
two metal cubes
3 books.
E.g. in dim light, the frosted glass and white of the cue ball are too similar to tell apart and the book titles are too blurry to read, but there’s still enough contrast to tell shiny from dark, but in complete darkness, you struggle to identify anything beyond the type of item or its general shape.
Granted, touch is probably my dominant sense and I’m convinced most sighted people have an under developed appreciation for how objects feel when touched or held.