History Main / BreakableWeapons

15th Jun '16 8:45:21 PM MJTrooper
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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' has this as a major mechanic, where all of Link's weapons and shields have a limited number of uses. Part of the gameplay involves scavenging weapons and shields from enemies and treasure chests to replace the broken ones.
15th Jun '16 7:15:40 PM Doug86
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* ''Franchise/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.

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* ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' has had this trope since the beginning ([[EarlyInstallmentWeirdness except Gaiden]] and ''VideoGame/FireEmblemFates''), and broken weapons usually cannot be repaired. This is the case for ''every'' unit, even ones without physical weapons (such as healers and mages). Even the legendary weapons have limited durability (except in certain cases like the Falchion in [[VideoGame/FireEmblemAkaneia the original]] and ''[[VideoGame/FireEmblemAwakening Awakening]]'' and the Ragnell in ''[[VideoGame/FireEmblemTellius Path of Radiance]]''). Certain games have repairable weapons (that when broken gain a statset and a name of "Broken Sword"), but most of the time if a weapon breaks it's gone. One interesting piece is that weapons have always had a fixed number of uses (A "Steel Sword" will always break after exactly 35 hits), rather than random rolls or a a "durability" stats that goes down at an unknown rate, and that Fire Emblem generally has limited money, making money management another factor of the game's strategy. As a general rule, cheaper weapons and staves have more uses, and are still quite effective in the right hands, so it's strategic to have run-of-the-mill equipment as a back-up for fights\heals that don't need the good stuff.



** In ''Wii U/3DS'', Robin brings a breakable weapon system inspired by [[Franchise/FireEmblem their home series]]. Both their [[ElementalWeapon Levin Sword]] and magic tomes have limited uses before they break, after which they have to wait for them to recharge before they can be used again. Once the tome or sword is used up, Robin will automatically discard it, allowing a particularly fast player to grab it and throw it at an enemy.

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** In ''Wii U/3DS'', Robin brings a breakable weapon system inspired by [[Franchise/FireEmblem [[VideoGame/FireEmblem their home series]]. Both their [[ElementalWeapon Levin Sword]] and magic tomes have limited uses before they break, after which they have to wait for them to recharge before they can be used again. Once the tome or sword is used up, Robin will automatically discard it, allowing a particularly fast player to grab it and throw it at an enemy.
4th Jun '16 3:25:38 AM morenohijazo
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** The first game also features breakable ''ammo'': if you fall into the water, all your shotgun cartridges (and matches) will become useless.

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** The first game also features breakable ''ammo'': if you fall into the water, all your shotgun cartridges (and matches) will become useless. As a mercy for less-agile players, both have waterproof substitutes you can find in the mansion.
2nd Jun '16 9:01:59 PM nombretomado
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* A DownplayedTrope in the PS2 ''Series/BuffyTheVampireSlayer'' game ''VideoGame/ChaosBleeds''. A shovel, for example, will eventually snap (including if you bash it against a wall enough times), but since vamps are weak to wood, you can just pick up the handle and keep using it until it snaps again and makes a standard-sized stake, which you can then keep using until it is completely worn away. Metal weapons like swords never break, though.

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* A DownplayedTrope in the PS2 [=PS2=] ''Series/BuffyTheVampireSlayer'' game ''VideoGame/ChaosBleeds''. A shovel, for example, will eventually snap (including if you bash it against a wall enough times), but since vamps are weak to wood, you can just pick up the handle and keep using it until it snaps again and makes a standard-sized stake, which you can then keep using until it is completely worn away. Metal weapons like swords never break, though.



* Capcom's ''VideoGame/ShadowOfRome'' for the PS2. Weapons in both the gladiator and stealth sections would break with enough use. [[JustifiedTrope Justified though,]] since if they didn't break, any fight would become trivial when the [[{{BFS}} Magnus]] lands in the arena.

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* Capcom's ''VideoGame/ShadowOfRome'' for the PS2.[=PS2=]. Weapons in both the gladiator and stealth sections would break with enough use. [[JustifiedTrope Justified though,]] since if they didn't break, any fight would become trivial when the [[{{BFS}} Magnus]] lands in the arena.



* In the PS2 BeatEmUp ''VideoGame/UrbanReign'' bottles and wooden planks are 2 weapons that break after being clobbered over an enemy's head. After breaking, the bottle remains an effective weapon, but the wooden stump leaves something to be desired.

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* In the PS2 [=PS2=] BeatEmUp ''VideoGame/UrbanReign'' bottles and wooden planks are 2 weapons that break after being clobbered over an enemy's head. After breaking, the bottle remains an effective weapon, but the wooden stump leaves something to be desired.
20th Apr '16 9:07:31 AM EryliaStarheart
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* Any Emergency Weapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

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* Any Emergency Weapon EmergencyWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:06:57 AM EryliaStarheart
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* The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.

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* The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon [[AncestralWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
20th Apr '16 9:06:09 AM EryliaStarheart
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* There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
* Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

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* There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, brand new condition, disregarding such things as material fatigue.
* Any BackupWeapon Emergency Weapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:04:17 AM EryliaStarheart
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- When you run out of durability, the weapon does not dull, jam, or otherwise suffer impaired functionality; instead, it breaks outright, rendering it immediately unusable. This is despite the fact that, in most cases, it [[CriticalExistenceFailure works at full strength until it's broken]].
- The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

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- * When you run out of durability, the weapon does not dull, jam, or otherwise suffer impaired functionality; instead, it breaks outright, rendering it immediately unusable. This is despite the fact that, in most cases, it [[CriticalExistenceFailure works at full strength until it's broken]].
- * The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- * There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- * Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:03:56 AM EryliaStarheart
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An inexplicably common occurrence in videogames is that weapons have only so many times they can be used before they cease to function. The game usually gives you some sign as to how many uses you have left (usually called "Durability"), but when you run out, the weapon breaks.

That's right, breaks. Apparently, nobody in the game world has ever heard of maintaining their weapons. Granted, after enough time even the sharpest sword will dull, but it would seem the weapons of the video game world are secretly made of metal-coated balsa wood.

In most cases, the weapon will [[CriticalExistenceFailure work at full strength until it's broken]], as opposed to getting duller and less effective over time.

If you're lucky, there will be ways to repair or reinforce your equipment before the durability expires. If not, you had better have a spare on hand, or be good with your bare fists.

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An inexplicably common occurrence in videogames is that weapons have only so many times they can be used before they cease to function. The game usually gives you some sign as to how many uses you have left (usually called "Durability"), but when "Durability"). While superficially contributing to both balance and realism, this trope usually requires WillingSuspensionOfDisbelief of its own, for several reasons:

- When
you run out, out of durability, the weapon breaks.

That's right, breaks. Apparently, nobody in the game world has ever heard of maintaining their weapons. Granted, after enough time even the sharpest sword will
does not dull, but jam, or otherwise suffer impaired functionality; instead, it would seem breaks outright, rendering it immediately unusable. This is despite the weapons of the video game world are secretly made of metal-coated balsa wood.

In
fact that, in most cases, the weapon will it [[CriticalExistenceFailure work works at full strength until it's broken]], as opposed to getting duller broken]].
- The amount of time
and less effective over time.

If you're lucky, there will be
uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- There are either no
ways to repair or reinforce your equipment before the durability expires. If not, you had better have a spare expires, or, on hand, or the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- Any BackupWeapon the character might use when their weapon breaks is likely to
be good with your bare fists.
unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
2nd Mar '16 5:38:18 AM erforce
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* In ''VideoGame/{{Condemned}}: Criminal Origins'', most melee weapons would last forever if you wanted them to, with the sole exception of firearms used as melee weapons in order to prolong the inevitable invocation of the Law of Conservation of Ammo. In ''Condemned 2: Bloodshot'', -all- weapons degrade and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage GoodOldFisticuffs or keep you scrounging for weapons is unknown.

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* In ''VideoGame/{{Condemned}}: Criminal Origins'', ''VideoGame/CondemnedCriminalOrigins'', most melee weapons would last forever if you wanted them to, with the sole exception of firearms used as melee weapons in order to prolong the inevitable invocation of the Law of Conservation of Ammo. In ''Condemned 2: Bloodshot'', ''VideoGame/Condemned2Bloodshot'', -all- weapons degrade and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage GoodOldFisticuffs or keep you scrounging for weapons is unknown.
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