History Main / InformedEquipment

13th Oct '17 5:09:15 AM Smeagol17
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13th Oct '17 5:08:59 AM Smeagol17
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[[folder:Fighting]]

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[[folder:Fighting]][[folder:Fighting Games]]
13th Oct '17 4:47:06 AM Sinister_Sandwich
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** Though in a strange twist on this trope, other players ''can't'' see the unique reloading animation each gun uses, instead seeing a generic sequence of movements regardless of the weapon being used (except for Tediore guns.)
9th Oct '17 4:04:27 PM KelpTheGreat
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* ''VideoGame/MapleStory'' almost completely averts this. Despite your character only being a inch or three tall, 90% of all equippable items are represented on your character, up to and including earrings and shoes, which might only be a few pixels large!



* ''Videogame/WorldOfWarcraft'' (and many other {{MMORPG}}s): Every weapon, piece of armor, and article of clothing is rendered fully on each character in the game, excluding jewelery. Because of the overwhelming importance of having the ideal stat combinations from gear, however, this often resulted in RainbowPimpGear for characters at all levels of the game. The Transmogrification feature introduced in patch 4.3 helped to resolve this by allowing players to customize their gear by replacing models and skins with those of other pieces of gear in their possession, with certain restrictions such as requiring both items to be of Uncommon or higher quality. Before transmogrification, [[TheRoleplayer roleplayers]] often kept separate sets of gear worn only for their appearance rather than their combat effectiveness, and many continue to maintain such sets due to incompatibilities with transmogrification's restrictions.
** Behind the scenes, this creates a great deal of additional work for the art team, as all new character models and changes to existing models must be compatible with every existing item model in the game, and new item models must be compatible with thirteen races times two genders (not to mention non-player races that make use of player armor, such as pre-Cataclysm goblins).
** Played straight by shapeshift forms, such as druids' animal forms and many gag items. Most shiftshifts have singular appearances (although druid forms have multiple color palettes) that use the same armor models (or lack thereof) regardless of what the player has equipped. Weapons typically still avert the trope, save for the case of druid forms (except for moonkin), which hide equipped weapons entirely.



* ''VideoGame/AnarchyOnline'' plays with this. Armor and certain gear do appear on your character. Shoulderpads are toggled, and only one of the two sleeve slots will be visable. Invoked with the option to show a character's social gear instead of their armor ([[HilarityEnsues in some cases, hilarity may ensue]]), and there's also the polymorph programs...
* ''VideoGame/DreamOfMirrorOnline (DOMO)'', allows to see your character weapon, shield and armor any moment, cutscenes included. When naked, characters still wears underwear (very skimpy for the Shura/Felin race). anyway, the exact look of an armor changes due to race or gender. Most notably the "newbie clothing", that change from a bathing suit to a formal robe, based on your character creation.
* ''Videogame/{{Mabinogi}}''. Player characters are fully modeled with all their gear (except accessories, which are effectively too small to see at game resolution), even in cutscenes.
* ''VideoGame/MapleStory'' almost completely averts this. Despite your character only being a inch or three tall, 90% of all equippable items are represented on your character, up to and including earrings and shoes, which might only be a few pixels large!



* ''VideoGame/DreamOfMirrorOnline (DOMO)'', allows to see your character weapon, shield and armor any moment, cutscenes included. When naked, characters still wears underwear (very skimpy for the Shura/Felin race). anyway, the exact look of an armor changes due to race or gender. Most notably the "newbie clothing", that change from a bathsuit to a formal man robe, based on your character creation.
* ''Videogame/{{Mabinogi}}''. Player characters are fully modelled with all their gear (except accessories, which are effectively too small to see at game resolution), even in cutscenes.



* ''VideoGame/AnarchyOnline'' plays with this. Armor and certain gear do appear on your character. Shoulderpads are toggled, and only one of the two sleeve slots will be visable. Invoked with the option to show a character's social gear instead of their armor ([[HilarityEnsues in some cases, hilarity may ensue]]), and there's also the polymorph programs...

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* ''VideoGame/AnarchyOnline'' plays ''Videogame/WorldOfWarcraft'' (and many other {{MMORPG}}s): Every weapon, piece of armor, and article of clothing is rendered fully on each character in the game, excluding jewelery. Because of the overwhelming importance of having the ideal stat combinations from gear, however, this often resulted in RainbowPimpGear for characters at all levels of the game. The Transmogrification feature introduced in patch 4.3 helped to resolve this by allowing players to customize their gear by replacing models and skins with this. Armor and those of other pieces of gear in their possession, with certain restrictions such as requiring both items to be of Uncommon or higher quality. Before transmogrification, [[TheRoleplayer roleplayers]] often kept separate sets of gear do appear on your character. Shoulderpads are toggled, and worn only one of the two sleeve slots will be visable. Invoked with the option to show a character's social gear instead of for their appearance rather than their combat effectiveness, and many continue to maintain such sets due to incompatibilities with transmogrification's restrictions.
** Behind the scenes, this creates a great deal of additional work for the art team, as all new character models and changes to existing models must be compatible with every existing item model in the game, and new item models must be compatible with thirteen races times two genders (not to mention non-player races that make use of player armor, such as pre-Cataclysm goblins).
** Played straight by shapeshift forms, such as druids' animal forms and many gag items. Most shiftshifts have singular appearances (although druid forms have multiple color palettes) that use the same
armor ([[HilarityEnsues in some cases, hilarity may ensue]]), and there's also models (or lack thereof) regardless of what the polymorph programs...player has equipped. Weapons typically still avert the trope, save for the case of druid forms (except for moonkin), which hide equipped weapons entirely.
26th Sep '17 2:12:45 AM Kreyghun
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* ''VideoGame/{{Fallout 1}}'' is notable, being fully sprite-based. Every armor in the game has its rendering for each of the available the player models, and each weapon is represented by the class model (small arms, spear, big arms, etc.) visibly wielded by characters. {{NPC}}s in the game are generally rendered according to the armor they wear; {{NPC}}s in the party, however, never change their looks.

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* ''VideoGame/{{Fallout 1}}'' is notable, being fully sprite-based. Every armor in the game has its rendering for each of the available the player models, and each weapon is represented by the class model (small arms, spear, big arms, etc.) visibly wielded by characters. {{NPC}}s in the game are generally rendered according to the armor they wear; {{NPC}}s in the party, however, never change their looks.wear.
15th Sep '17 3:01:02 PM Kreyghun
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* Party members in ''VideoGame/{{Fallout 2}}'' have static sprites that doesn't change when you give them new armor. This is to make them more distinct, since they (mostly) have unique appearances (Cassidy uses the standard "guy in leather armor" sprite). Averted with weapons, which are shown properly.
** And still only a few weapons show up, because there aren't sprites for all of them. For example, the player loses the tribal clothing long before he can find a minigun, and tribal [=NPCs=] don't carry miniguns; therefore the "tribal with minigun" sprite has no reason to exist. This means Sulik won't ever equip miniguns.
*** Nevermind the fact that many characters are described very differently from their sprite. In the first Fallout, for example, Tycho's sprite is of a regular character in combat armor; his description in text makes him out to look a lot like the Courier from New Vegas.
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* Party members in ''VideoGame/{{Fallout 2}}'' have static sprites that doesn't change when you give them new armor. This is to make them more distinct, since they (mostly) have unique appearances (Cassidy uses the standard "guy in leather armor" sprite). Averted with weapons, which are shown properly.
** And still only a few weapons show up, because there aren't sprites for all of them. For example, the player loses the tribal clothing long before he can find a minigun, and tribal [=NPCs=] don't carry miniguns; therefore the "tribal with minigun" sprite has no reason to exist. This means Sulik won't ever equip miniguns.
*** Nevermind the fact that many characters are described very differently from their sprite. In the first Fallout, for example, Tycho's sprite is of a regular character in combat armor; his description in text makes him out to look a lot like the Courier from New Vegas.
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15th Sep '17 2:59:55 PM Kreyghun
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** Likewise in ''VideoGame/BaldursGate'' and its spinoff ''VideoGame/BaldursGateDarkAlliance]]'', since [[ArmorIsUseless Armor is pretty much useless]] in both. You'll often find players doing "naked runs" (''especially'' with the Baldur's Gate [[AllMenArePerverts ladies]]).

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** Likewise in ''VideoGame/BaldursGate'' and its spinoff ''VideoGame/BaldursGateDarkAlliance]]'', ''VideoGame/BaldursGateDarkAlliance'', since [[ArmorIsUseless Armor is pretty much useless]] in both. You'll often find players doing "naked runs" (''especially'' with the Baldur's Gate [[AllMenArePerverts ladies]]).
15th Sep '17 2:58:03 PM Kreyghun
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* ''VideoGame/PlanescapeTorment'' plays this straight with two characters and averts it for one. If you put a robe on the Nameless One (who normally wears what seems to be a combination loincloth-toolbelt-backpack and a pair of boots), or get him made up to look like a zombie, it will show up on his in-game model. However, if you put different outfits on either Annah or Fall-From-Grace their appearance will not change; even though the only difference between their various outfits is a palette swap you will not see a change in the color of their rendering.



* In the ''Franchise/BaldursGate'' series, multiclass fighter/mages use the fighter model, but can still equip mage robes because of their experience as a mage. This isn't shown on their character model, and fighter/mages end up standing around casting spells in their underclothes. Same thing happens when you equip a thief with the [[GameBreaker use any item ability]] with armour heavier than studded leather.

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* In the ''Franchise/BaldursGate'' series, multiclass fighter/mages use the fighter model, but can still equip mage robes because of their experience as a mage. This However, while any piece of armor (that isn't a robe) is shown on their character model, and fighter/mages sprite, robes aren't, so they end up standing around casting spells in their underclothes. Same thing happens when you equip a thief with the [[GameBreaker use any item ability]] with armour heavier than studded leather. Aside from these two exceptions (which are probably due to technical limitations of some kind), the series completely averts this trope.
26th Jul '17 4:47:09 PM sheika
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[[quoteright:240:[[VideoGame/FireEmblemTheSacredStones http://static.tvtropes.org/pmwiki/pub/images/2215_fire_emblem_the_sacred_stones_erising_sun_1501112027909.png]]]]
[[caption-width-right:240:'''Garcia''': Now where did I put my axe...?]]
20th Jul '17 8:16:45 PM LiefKatano
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* ''VideoGame/DissidiaFinalFantasy'' has an even more exaggerated version. The characters can equip completely different weapon types (the [[VideoGame/FinalFantasyI Warrior of Light]], for example, can equip axes as well as swords), but no matter what they'll always use their default weapon in combat, bar alternate costumes that still don't reflect their equipment.
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