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Name a single game that wouldn't be improved by a RE4-style store/upgrade system
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te/k/ris
>>
Upgrades are regressive game design.
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deja vu
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>>12563245
It's utterly nonsensical though. How are you increasing the damage of the bullets? How are you increasing the ammo capacity beyond what it obviously can handle? You end up with 150 round SMG, and that magazine would be over a meter long.

you can make a 6 shot revolver hold 12 rounds.
>>
mario bros for nintendo nes system
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>>12563264
How?
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>>12563360
NTA but upgrades are often used as a means of diluting skill requirement into a natural progression of difficulty. While the idea is generally to make weapons stronger to match a growing threat, you then have to balance around a variation in player strength instead of finely tuning it to a consistent value. Just think about how robot masters health got inflated after the charge shot was added. I wouldn't say its inherently regressive, but it can certainly be more limiting to design when not done carefully.
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>>12563360
>have gun
>kills enemy in 1 hit
>meet new enemy
>still have gun
>kills new enemy in 2 hits
>upgrade gun
>kills new enemy in 1 hit
The difficulty never changes.
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>>12563335
It's a video game
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>>12563393
But it makes you feel good that you've become stronger
designfags never consider this factor.
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>>12563572
If strength remains relative, what makes you stronger? You could keep power levels the same and just beef up a weapon's feedback and it would do more to accomplish that.
>>
>>12563402
then why doesnt it have atari graphics? its a video game. immersion and suspension of disbelief doesnt matter then
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>>12563393
Consider

>gun kills enemy 1 in 10 hits
>gun+ kills enemy 2 in 10 hits but enemy 1 in 5 hits



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