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Why do games have consumables?
Unicorn Meta Zoo #1: Why another podcast?
Announcing the arrival of Valued Associate #679: Cesar ManaraHow to prevent the “Too awesome to use” syndromeDo any games have this type of mechanic?Inventory Management concepts in XNA gameHow can I tell the player that a key or other item can be discarded?Why do modern games not feature extra lives?Why have the player pick up loot manually?Why do most racing games have tracks that are closed loops?Why do games have hats?How can I add a satisfying objective and/or win condition to a game with respawns?How Could I accommodate Gender Fluid Players In My GamePersistent elements of offline players interacting with online players
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$begingroup$
Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?
Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?
(I’m looking for concrete answers for what it is that consumables add to gameplay)
game-design game-mechanics
New contributor
$endgroup$
add a comment |
$begingroup$
Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?
Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?
(I’m looking for concrete answers for what it is that consumables add to gameplay)
game-design game-mechanics
New contributor
$endgroup$
$begingroup$
To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
$endgroup$
– Alexandre Vaillancourt♦
2 hours ago
add a comment |
$begingroup$
Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?
Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?
(I’m looking for concrete answers for what it is that consumables add to gameplay)
game-design game-mechanics
New contributor
$endgroup$
Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?
Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?
(I’m looking for concrete answers for what it is that consumables add to gameplay)
game-design game-mechanics
game-design game-mechanics
New contributor
New contributor
edited 2 hours ago
Alexandre Vaillancourt♦
12.8k114149
12.8k114149
New contributor
asked 7 hours ago
Bruno ElyBruno Ely
1163
1163
New contributor
New contributor
$begingroup$
To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
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– Alexandre Vaillancourt♦
2 hours ago
add a comment |
$begingroup$
To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
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– Alexandre Vaillancourt♦
2 hours ago
$begingroup$
To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
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– Alexandre Vaillancourt♦
2 hours ago
$begingroup$
To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
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– Alexandre Vaillancourt♦
2 hours ago
add a comment |
2 Answers
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Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).
For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.
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$begingroup$
In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".
Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.
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2 Answers
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$begingroup$
Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).
For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.
New contributor
$endgroup$
add a comment |
$begingroup$
Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).
For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.
New contributor
$endgroup$
add a comment |
$begingroup$
Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).
For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.
New contributor
$endgroup$
Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).
For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.
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edited 2 hours ago
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answered 3 hours ago
FoxwarriorFoxwarrior
213
213
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$begingroup$
In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".
Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.
New contributor
$endgroup$
add a comment |
$begingroup$
In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".
Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.
New contributor
$endgroup$
add a comment |
$begingroup$
In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".
Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.
New contributor
$endgroup$
In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".
Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.
New contributor
New contributor
answered 23 mins ago
AnderasAnderas
111
111
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New contributor
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add a comment |
Bruno Ely is a new contributor. Be nice, and check out our Code of Conduct.
Bruno Ely is a new contributor. Be nice, and check out our Code of Conduct.
Bruno Ely is a new contributor. Be nice, and check out our Code of Conduct.
Bruno Ely is a new contributor. Be nice, and check out our Code of Conduct.
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– Alexandre Vaillancourt♦
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