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Anyone else think 2-weapon limits can be good?

If you can just always keep your favourites with you it's boring and unnecessary. Infinite for example, it wasn't at all needed. I went through the whole game using almost exclusively the same two weapons. If the developer actually restricts what you can have with you and designs the game around it then yeah, it can help you experiment and constantly learn different weapons.
 
I like Bloodborne's method where none of the weapons is really absolute crap or a beginner weapon but just might work better against a certain enemy type or situation or fits the playing style of a player better. You pick your tools and level them up.

For shooters, two is very limiting and usually I'd prefer three, one of which should be a sidearm or specialty weapon. Having let's say an assault rifle and a flamethrower isn't a good combo in most cases but an assault rifle, sniper rifle and a flamethrower would be.
 
I think 3-4 weapons (with possible dedicated slots for small arms or grenade) is the sweet spot for most type of games. It's not too much or too little. What the weapons actually do and how situational they can be probably matters more than weapon limit.
 
Just got a PS3 with Max Payne 3 and am negatively surprised that it's a two-weapon system. I play games to be entertained - give me all the gunz and options
 
If you can combo them.

If not, then no.

Speaking of combing Bulletstorm had some potential with its weapon limit and Skillshot mechanic. Combine that with each weapon having an alternative fire, the Leash and Thumper, sliding & kick as well as certain environmental Skillshots working better with certain weapons there was quite a bit of scope for experimentation there.
 
All games are made up of limitations. That's exactly what a "rule" is. You can do this, you cannot do that. If made properly, even a one gun game can be fun.
 
It can be but I find in a lot of games have perfect-weapon-lying-around-on-the-ground syndrome. When I pick up a rocket launcher I know there's going to be a tank or a helicopter around the next corner. It can make the it feel like you're just going through the motions rather than you are adapting to overcome the obstacle. And sometimes I want to overkill and nuke someone into oblivion. On the other end, in survival games it definitely adds to the feeling of the game. But all of this depends on a well planned layout and weapon functionality. Personally, for outright shooters I prefer the experimental nature of carrying an armoury around with you, but it's never been a deal breaker.
 
Imagine if 343 implemented players to hold 3 weapons in the next Halo game. The internet would melt.

The 2 weapon system is one of the more brilliant things Halo does - and its something I never gave much credit for - but now that im thinking about it, it deserves it.
 
Done right: Uncharted games.

Why? Because situational weapons are always littered around where needed, and variety is handy throughout most areas. Also useful is that ammo requirments have you looking to switch often. The whole thing matches the adventurous tone of the games.

Done wrong: most games.

Why? Because what usually ends up happening is that favourites develop early and most of the time, if the game is adequately challenging, branching out feels like an un-fun risk.

Games are unrealistic anyway, why focus on this element? Besides, isn't it limiting from a gameplay perspective anyway, when designing scenarios? Isn't it better to start knowing exactly what weapons all players will be carrying?

There are some other games where I manage to enjoy limitations, but usually when there is a twist. For example, I think TLOU strikes a genius balance with the backpack.

Also, as a side note, someone mentioned Resistance and the two weapon limit in 2 vs 1's weapon wheel is just one of the many things I hated about 2.
 
In every situation, I'd always rather be able to experiment with all the weapons. It promotes creative freedom, and is just more fun. I'll try any game that follows that old school mantra, and avoid a lot of the 'realistic' stuff that shuns it.

That's why Insomniac is my favorite developer. They give you an insane arsenal of unique guns and gadgets to play with. They also find ways to promote you to use them all with enemy varied encounters and weapon leveling.

Yeah, and if you'll notice I pointed out that Insomniac does this by ensuring some weapons do or don't work against certain enemy types. Like, in Sunset Overdrive, half your guns suck against the robot enemies.

The argument that without a weapon limit players would generally stick to their favorites only holds true if the level design facilitates that behavior.

For example, a sign of a great custom WAD for Doom is tight ammo (and health) balance. They give you just enough to get through each encounter and they even change the amount with each difficulty.

Weapon limits and regenerating health in most games honestly just seem like crutches for level design to me.

Regenerating health works great if you're trying to create a movie-like experience. If you want the player to feel like they're in Black Hawk Down, then regenerating health does a great job, because it encourages you to take cover more often.

For a legit fun FPS, health kits are better since they encourage you to explore, engaging more fully with the space, and finding interesting stuff.

Min-maxing is one of the reasons I find the two-weapon limit to work in very few games; since the consequences for using something suboptimal are much worse you're mostly compelled to use the boring reliable all-rounder guns (or an all-rounder and one specialist gun). Games where you can carry more guns promote you to experiment more because the consequence for being "wrong" is much smaller as you can just switch to another weapon.

The thing is there's so many systems interplayed with it it's kind of a chicken or the egg thing though; two-weapon limit games overwhelmingly skew towards boring hitscan stuff, no enemy variety and extremely linear level design (with the removal of ammo as a prize seemingly being one cause of that). On the other hand, those issues might be more related to the general direction of the genre and not the weapon-limit mechanic itself.

In the end Halo is the only non-realism or survival FPS where I think it genuinely adds something (and most survival FPS work off an inventory system, which I think is a bit different), and that's a result of several specific design choices that most who cloned it's base systems didn't emulate in any way. Even Halo has to make sacrifices like relatively predictable enemy formations for it to work, although it still has far more enemy variety than most FPS with weapon limits.

I'll note this is from a singleplayer perspective as I think limits have more validity in multiplayer where you know exactly who your opposition are going to be, and the game doesn't have to be designed around you potentially having the "wrong" weapon. Not to mention it can heavily promote teamwork.

Yes. Even in real-life the whole point of Assault Rifles is to be an "overpowered" gun that can handle most situations. Pretty much all my favourite weapon loadouts in games either have no Assault Rifle or make the equivalent shitty so other weapons can shine.

I'll be avoiding AR-type weapons in my project. In my ideal world, they just don't exist.

I don't think hitscan/level design/etc have anything to do with two-weapon limits aside from being under the umbrella of "realism," which is a dumb thing to aim for in an FPS. Nothing to do with the weapon limit.

I'm not sure I get what you mean by sacrifices in enemy formations. You do realize those are all specifically designed, unique encounters, and that the specific makeup of level geometry and enemy types is what makes that, right? Like... that's why Halo is so great, because of its encounter design.

I think alot of having a good 2 weapon system is tied to ammo pickup balance, something that halo did particularly well since you cant really main a gun for extremely long periods of time.

Alot of games get the 10 gun arsenal wrong too though and only a couple of the guns have a use or guns become irrelevant once you have that pocket knife assault rifle, or just poorly designed enemies that offer no different strategy in how you should deal with them firepower-wise beyond hoarding a burst dmg nuke type weapon for big threats.

You're right. Ammo pickup balance is the key. Likewise, you're totally right on the gun thing. Like, in Serious Sam, why do I have two shotguns when the auto shotgun is clearly better than the not-auto shotgun and they use the same ammo type? Guns fall out of use.

That same angle can be encouraged with no weapon limit. 'Shit, i'm out\low on ammo on all guns but this one which is shit against this enemy'.

Secondly, Far Cry 2 is very unique example that isn't applicable for most weapon-limited FPS games which tend to be scripted and linear. Not a lot of games make it possible for you to start a fire that spreads out.
The existence of this mechanic or gameplay option is divorced from whether the game has weapon-limitation or doesn't. It's not like weapon limiting has allowed them to add starting out fires.

"Scripted and linear" has literally NOTHING to do with a two-weapon limit.

My entire point in bringing up FC2 was that some games take a "bad" mechanic and do it right. Yes, not many games do it well. Some do. That's down to the game design.

Not really sure this is entirely true. Hunting games and rpgs often offer not only a choice of weapons, sometimes a dozen or more, but also huge amounts more options for skills, magic, tactics and equipment to deal with the situation than a shooter might offer. Zelda asks you to defeat a boss using a specific item, but that isn't really representative of all other genres of action-based games.

Yeah, but RPGs tend to just plain suck at combat, often having the same skill reskinned in multiple ways. You and I might have different builds, but our playstyle is likely to be the same.

In a shooter, if I have a shotgun and you have a sniper rifle, we are going to tackle the same encounter very differently. The RPG might have "more stuff," but the FPS tends to be better at "more specific roles."

Why's it always two anyway? Why not three?

Bioshock Infinite would have benefited greatly if, while still insisting on limited weapon slots, they had a third one exclusively for explosives, because you NEEDED explosives.

To the original question, yes they can be good. Halo's fun.

Gears has 3. Bioshock Infnite needed more. I think most people do it because of the simple tap-to-switch. Even Destiny has tap to switch or hold for heavies.

Done right: Uncharted games.

Why? Because situational weapons are always littered around where needed, and variety is handy throughout most areas. Also useful is that ammo requirments have you looking to switch often. The whole thing matches the adventurous tone of the games.

Done wrong: most games.

Why? Because what usually ends up happening is that favourites develop early and most of the time, if the game is adequately challenging, branching out feels like an un-fun risk.

Games are unrealistic anyway, why focus on this element? Besides, isn't it limiting from a gameplay perspective anyway, when designing scenarios? Isn't it better to start knowing exactly what weapons all players will be carrying?

There are some other games where I manage to enjoy limitations, but usually when there is a twist. For example, I think TLOU strikes a genius balance with the backpack.

Also, as a side note, someone mentioned Resistance and the two weapon limit in 2 vs 1's weapon wheel is just one of the many things I hated about 2.

Uncharted's weapons aren't differentiated enough to be interesting, so most of the encounters come off as half-baked. The "best" encounters in that game routinely quoted to me are largely "sit still and shoot at guys while they charge you" moments. Or the train.

I already pointed out how Resistance uses enemy variation to ensure that you're still limited, albeit in a different way.
 
I like the way Destiny handles it... you can carry lots (6?) of each type of weapon but you need to go through a menu to swap them out. So you get the freedom to carry different things but you still need to think about your loadout before a firefight.
 
Imagine if 343 implemented players to hold 3 weapons in the next Halo game. The internet would melt.
You can already hold three weapon in the first level of Halo 1. :D

I like the way Destiny handles it... you can carry lots (6?) of each type of weapon but you need to go through a menu to swap them out. So you get the freedom to carry different things but you still need to think about your loadout before a firefight.
Destiny also penalizes you with ammo loss.
 
I'm not sure I get what you mean by sacrifices in enemy formations. You do realize those are all specifically designed, unique encounters, and that the specific makeup of level geometry and enemy types is what makes that, right? Like... that's why Halo is so great, because of its encounter design.

A lot of factors are added to vary it but most of Halo's encounters follow an obvious template, like one-three Elites/Brutes+a bunch of Grunts, or a certain mix and number of Flood forms (I forgot their names so I can't be too specific there). It's much better about it than most weapon limit FPS, and there are exceptions, but it's obvious that encounters are built around a few basic templates because it accommodates the biggest variety of weapon loadouts without being unfair. FPS without weapon limits have obvious basic encounter styles, but they're not as beholden to it as Halo generally is (the good ones anyway); it's not necessarily bad, but I prefer more free-form encounter design where you can't always guess the general gist of what's coming next (which I generally can in Halo, even if the specifics are changed).
 
A lot of factors are added to vary it but most of Halo's encounters follow an obvious template, like one or two Elites+a bunch of Grunts, or a certain mix and number of Flood forms (I forgot their names so I can't be too specific there). It's much better about it than most weapon limit FPS, and there are exceptions, but it's obvious that encounters are built around a few basic templates because it accommodates the biggest variety of weapon loadouts without being unfair. FPS without weapon limits have obvious basic encounter styles, but they're not as beholden to it as Halo generally is (the good ones anyway); it's not necessarily bad, but I prefer more free-form encounter design where you can't always guess the general gist of what's coming next (which you generally can in Halo, even if the specifics are changed).
Yeah, you can definitely do the two-weapon limit thing wrong, and Resistance 2 is a solid example. They always ended up placing the exact weapon you needed right in front of you, just to be sure.
 
Yeah, you can definitely do the two-weapon limit thing wrong, and Resistance 2 is a solid example. They always ended up placing the exact weapon you needed right in front of you, just to be sure.

Yeah this is the absolute worst with weapon limits. One of reasons Halo gets it right is that it so rarely falls into this.
 
I very much enjoy Helldivers. I think if I had access to all of the weapons, it would detract from the need to play with other people. I look at the weapons teammates select and attempt to balance their weaknesses with my own selections. I can't imagine it being better if everyone could carry every weapon.
 
I generally find myself less likely to use exotic / situational weapons if I'm limited to 2 or 3 weapons. 1 slot goes the mid range / good accuracy jack of all trades assault rifle, while the other is a 1 hit kill weapon usually a shotgun.

Off the top of my head CoJ: Gunslinger is the only shooter I can think of that does 2 weapons right, likely due to being a score attack game.

EDIT Agreed on Metro, that's because the game's RPG elements that slowly introduced better weapons during the playthrough (for my main weapon I'd keep it until a better version was found), while the limited ammo forced me to swap about my alt slot.
 
Why's it always two anyway? Why not three?

Bioshock Infinite would have benefited greatly if, while still insisting on limited weapon slots, they had a third one exclusively for explosives, because you NEEDED explosives.

To the original question, yes they can be good. Halo's fun.

FEAR (and possibly it's sequels? I can't remember) used a three weapon limit. It was a good system because the gameplay was designed around the idea that you'd be carrying both a reliable (pistol, shotgun, rifile) and a powerful weapon, with a third weapon of your choice.

Bioshock Infinite had a lot of issues with it's design across the board. The two weapon limit was one of the big ones tho. It just didn't work with the design of the encounters.
 
SonyToo!™;172219730 said:
I generally find myself less likely to use exotic / situational weapons if I'm limited to 2 or 3 weapons. 1 slot goes the mid range / good accuracy jack of all trades assault rifle, while the other is a 1 hit kill weapon usually a shotgun.

That's my biggest issue with the 2 weapon limit. In most cases the situational weapons are a gamble unless their importance is telegraphed, which really lessens the value of what should be the more powerful weapons. I usually avoid snipers and rocket launchers because I know they aren't going to have many shots, and don't work in all situations. I'd rather run with 2 similar rifles that are all purpose. I don't even like a shotgun, because it has little range. So for the vast majority of the game, I'm just falling back on 2 similar, multi-purpose weapons. It's too constricting.
 
I think it can be a great feature, and is one of the best things Halo brought to the genre. It creates opportunities for creative strategies and tactics.

I think the best happy medium is something like Sunset Overdrive, where you can carry a lot of weapons, but not every weapon, so you get both variety and still have to think about what kinds of tactics you like.
 
Shooters are cool because, moreso than any other genre, they allow a huge deal of freedom when interacting with any given situation. Like, when I go face off against a boss in Twilight Princess, I'm going to have to use a specific set of tactics to win. In a shooter, I can take any gun I want and play how I want in order to beat the boss.

Can't say I agree. Bosses in shooters are usually scripted bullet sponges. Or invulnerable unless you hit certain parts at a certain time. Wolfenstein was a recent shooter with bosses in which I had to use a specific set of tactics to win.

Demon's Souls. Now that's what I call freedom in boss fights. Well, Except Dragon God, which you had to beat like a shooter boss.
 
My problem with the 2-weapon limit is that I inevitably wind up using the same two weapons most of the time and neglecting 90% of the weapons in the game. Usually it's just the standard assault rifle and a shotgun, then I switch out the shotgun for a sniper rifle or rocket launcher on the occasion that the game gives me one of those.
 
If we're talking shooters, then no I absolutely hate it, Halo arguably was really one of the few games to get it right and even then I managed to find myself looking for the basic assault rifle/ magnum combo.
 
No, I think it's kind of a cheap way to add 'depth'. It's more beneficial to the player to increase encounter variety than decrease weapon variety as a means to make things interesting.
 
It's never good, it's awful and lazy game design.

It's the most ham fisted method of forcing you to play the exact way they want you to, and removing player choice to that extent simply isn't fun.

I hate having 2 weapon slots because that's the only time I do end up min/maxing because I can only have 2 weapons so they may as well be the statistical best, where as in a game with the ability to carry all weapons I choose what I feel like in the moment and have a lot more fun switching off.
 
It can be good but more weapons is better if you want a balanced and level playing field. I also think it's more fun to have all of your weapons available rather than min/maxing 2 options
 
It depends.

But too many games now have one go to AR+10000 situation weapons for that specific job/stage.
However, sometime it works when the enemies are unique.
Sometime, it is just stupid in why they even create those weapons in the first place.
They could have make the AR works 100% of the time instead.
 
No, it seems such an arbitrary limit. It works if it's a military sim or something though.

I prefer games like STALKER that limit you by weight, but that game is more loot-oriented than most shooters tend to be.

Deus Ex/System Shock 2-style inventory space limitation is good too.
 
Weird how you mention Far Cry forcing you to be smart. When all you need is
1 silenced pistol
1 SMG/assault rifle (preferably silenced)
1 sniper rifle (preferably silenced)
1 rpg/ grenade launcher

That's you set for any type of scenario the game will throw at you.

Where's the smart? It actually forces you to be less experimental, because space is an issue.
 
I kind of like it in something like a Call of Duty campaign, where all the weapons are much the same thing. I tend to play the whole game at running speed and just pick up new weapons all the time when I empty a magazine.

I'm not really a fan of it in games where different weapons have vastly different uses, though. I think it's going to be a pretty annoying limitation in MGSV. Especially since your two weapons are further limited to being carried at your hip or on your back. You can't have an assault rifle and a shotgun, for example, since they both count as hip weapons, or a sniper rifle and a rocket launcher since they're both back weapons, and you're only allowed one pistol. You can call in extra weapons from Mother Base, though, so in practice it's basically the same thing as the Magical Backpack of Holding from MGS3 and 4, it just takes more button presses and you have to wait a while for the stuff to arrive. Don't really see the point.
 
It's a tough call, but I'll say that Serious Sam 3 has the most interesting weapon-related decisions I've seen in a single-player FPS.

A large set of weapons, almost all of which are both flexible and have meaningful exclusive uses, perfectly complimented by the cast of enemies.
 
I have always disliked this set up since I first played Halo at launch. Sure when you have 7 weapons it can be very unbalanced and sometimes you hardly use any of them. However I would prefer if they made it a 4 weapon limit since 2 is not enough for fun gun play in my opinion.

Every game should let the player fly unlimitedly and go through walls. And take infinite damage.

That was the glory of the 90s to feel like a god. Happy for a return :p.
 
All about context. I certainly wouldn't want it for a balls-to-the-wall game like Serious Sam, but it works for other games. As long as the game is properly designed around whatever mechanic they've chosen, it should be fine.
 
Yes. It actually forces you to change weapons based on what weapons/ammo are available in your current area. One of the things I enjoy about Halo.

This for me, I never want Halo to change that. I loved Mass Effect's creative way of having us carry more weapons as well.
 
Yes, they can be fun if the game's designed around it.
BUT
I cant imagine how you'd play Serious Sam without all the weapons and can't really see how you do the "shoot until you run out ammo" thing.
 
Resistance 2 didn't have the weapon wheel
Resistance 2 sucked.

Wolfenstein the new order for old be terrible with just 2 weapon limit.
 
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