Here’s how I picture this working: You collect a few sackfuls of random chair legs and breeze blocks from around the place and bring them to a crafting table. Weapons in a brawler are exactly as important as vehicles in a racer (or whatever genre that game was), and they’re also considerably smaller and don’t require as much physics calculation. It makes sense to me, if they can do it with entire vehicles in that Banjo Kazooie game whose full title I still haven’t summoned the energy to look up. Tell me a system like this couldn’t be applied to weapon crafting in a brawler-type game with scavenging elements. All of these games gave the player crafting tools that were practically in-game art programs, and would then move and animate the creations procedurally. I also refer you with slight hesitation to Spore. There have been a few Lego games that do something similar. Its gimmick was that the player constructed their own vehicles from small base components. I refer you to that Banjo Kazooie game on the 360 whose name I don’t quite care enough about to look up before I stop typing this sentence. Why waste effort on modeling and animating 50-odd specific predetermined crafted weapons when you could allow for infinite possibilities? These systems in Dead Island and Dead Rising 2 have really only danced around the potential. There’s also an added pride and investment to a kill when you’re using a really effective weapon you made yourself with your avatar’s own pixelated hands, rather than something you prised from a dead bloke five minutes ago.īut it seems to me that there’s no reason it couldn’t be taken to its logical extreme. Variety is never a bad thing to have in a game, especially when you’re talking about something that’s used as often as weapons, and doubly especially in a first person game when they’re usually being held right next to your face for 99% of the game experience. I think it’s a sound concept to experiment with. So in a nutshell I’ve been given cause to think about weapon crafting. The problem with that was it raised the question of why the game was happy to let you tape machetes to broom handles but not steak knives to curtain rods or meat cleavers to mic stands. You weren’t supposed to carry around mountains of random garbage, just go to the appropriate shops to find the one or two specific objects needed to make the crafted weapon. The alternative was the Dead Rising 2 system in which inventory space was extremely limited and the recipes were extremely specific. It does allow you to upgrade your trusty sledgehammers into colourful playthings with nails on the end, but it brings with it the tedious necessity of hunting through every random container for every last spunky tissue and peanut shell on the off-chance that there’ll be a recipe that calls for it. It’s all part of Dead Island‘s weapon crafting system, which I’m not sure I like at all. Not even Ethan Thomas from Condemned 2, and he literally was one. No other character in the entire storied sphere of videogaming acts more like a hobo. I bring up vendor trash because Dead Island is absolutely up to the eyeballs in the stuff, and in many cases the vendor trash you find literally is trash, picked off the floor or out of bins. Vendor trash can apply either to items that literally have no other use, such as the rusty tins or scorpion buttocks one’s pockets inevitably fill with in World of Warcraft, or to items that have a use for a character build other than yours, such as scraps of ammo for a weapon you don’t use or particularly like in Deus Ex. Not that racing is that bad in this kinda game, just wanted variety and challenge.Videogame jargon term of the week is “Vendor trash.” For the uninitiated, this term is used to describe random scraps, clutter and offal picked up from containers and slain foes whose only purpose is to be sold to merchants for spare change. I liked the idea of BK:N&B, certainly making the fastest, bulkiest, or most versatile machine was fun.but, i feel they could have put more effort into the game itself. Of course, the inevitable next step.is to make your vehicle in a massive zombie killing game via this patchwork methodology. Still, would be a cool and inventive system. Like, you can't place material more than a foot from the shaft if you're making a staff weapon. Biggest issue would be the styles of wielding (trying to wield the giant axe you made as a bo staff or sword), but you could just put limitations on the space you can branch out based on the weapon type. Such a system would be very interesting, it seems inevitable to me too. I was starting to see where you were going half into the first page. I am definitely seeing where you're coming from.
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