Quote Originally Posted by Xelbair View Post
Well, overcoming the limits/challanges is what makes the games fun. Restricting number of weapons makes designing easier and allows for more precise control of difficulty level. Same as with regenerating hp - designers had to design a level in such way that it wouldn't be too easy for someone with full hp, and that it would be passable for someone with 10hp left.
I don't get why this is being reiterated over and over again when it is the very basis of my point (stated several posts back). Sure it makes it easier to design levels but there is no hard and fast rule that makes it impossible to design good levels with more weapons. It is just 'harder', and I don't find this a good enough reason to preclude the approach. With more guns on hand, I can imagine a player being put into a lot more high octane situations where the have to face a multitude of different enemies in a single stint before they need to get more ammo. Secondly, I vehemently disagree with the notion that the difficulty level is the only thing that makes games fun (games can overly simplistic but extremely difficult and I wouldn't derive much enjoyment out of them). The experience, the degree of the control the player has over game outcomes, and the choices one can make all play an important part. That being said, there is NO REASON why having more weapons makes it impossible to design levels with decent levels of difficulty.

remember that most fps games are made for multiplayer too - you can't have bigass windows with 10 weapons to chose from in form of big circle menu. try designing control scheme that fits gamepad and allows for most fps actions and lets player chose more than 4 weapons, seamlessly without any additional interface. And remember that most games aren't just run'n'gun - player has some special abilities at his disposal. Good luck.
My whole argument is focused squarely on single player campaigns. There is no reason there can't be subtle differences in rules for multi-player maps (again I use Starcraft 2 as an example where certain units introduced in the campaign need not necessarily be part of the multi-player experience). In a multi-player situation, there is the matter of fairness and players that stay alive longer are able to hoard more become exceedingly difficulty to kill.

As for the controls, again 10-11 weapons can be managed reasonably using a combination of different strategies. And remember, it should always be possible for players to short list a handful of weapons to toggle through quicker. With some thought, I am sure I could come up with a decent design (and no doubt those in the industry that are willing could do even better).


This will be my last post on the topic, since I find that I am repeating myself a lot which is usually a good indication that we are at an impasse.