The 10 Worst Game Mechanics

The 10 Worst Game Mechanics
From N4G - November 12, 2017
wonderfulmonkeyman3h ago

Here's one the list did not touch upon that I feel deserves a mention: Breakable weapons.

There are very VERY few examples of this system being done right, let alone in a way that does not result in the player throwing their controller every time one of their best finds goes down the drain, never to be seen again due to exact copies, let alone better ones, being few and far between.

Breath of the Wild, again like with the second bit, takes the idea of breakable weapons, and removes the frustration factor of never getting anything similar again; everything you find, with the exception of reforgable champion weapons, can be found out there in the wild, in the hands of your enemies or hidden away in poorly-buried chests.

So no matter how many of those 101+ ATK Lynel Crushers you go through, you can rest assure that, with enough hunting, you WILL eventually find an exact copy of your favorite precious murder instrument.
Not only does this solve the biggest problem of a disposable weaponry system, it also encourages two of the game's biggest systems; combat and exploration.

When you are constantly in need of new weaponry, there's always going to be a constant reason to hunt down the locations of, and go into, those camps filled with monsters, even if you have cleared them out once before the respawn event, in order to see what they are hauling around to attack you with this time that you can jump in and take from them after their defeat.

Even better is that, if you are not a fan of a prolonged fight, have all the drop materials from them that you need, and just want the gear, the game gives you that option as well; a single electric attack, of any sort, will forcibly purge any gear held from the hands of your foes, allowing you to snatch-and-run at your leisure.
The only foes this does not work with are the Lynels, which are meant to be fought and defeated to claim their rewards and are so tough that elemental arrows do not show secondary effects upon them, the Gerudo desert-dwelling Moldolga, which have their loot stored in treasure chests in their stomach, which only pop up after they are killed, and the Stalnox, which has its weapons buried in its bones.
Even the giant fleshy contemporary of the Stalnox, the Hinox, can be raided of its loot early, simply by cutting their necklaces, before they can awaken and stand up, using a single well-placed arrow.

In BotW, weaponry is everywhere. Quite literally to the point where you will run across something new that's great, and realize that you have so many other good things that it makes it difficult to choose whether to ditch or keep certain ones.
But since they will all break eventually anyways, a bit of spare room for that new find is usually only a battle or two away.

Nothing, save the Master Sword which runs on a recharge anyways, is irreplaceable.
And this benefits the exploration and combat aspects in a HUGE way.

More games with breakable gear could, and should, learn a thing or three from how BotW does it.


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