History Main / InformedEquipment

27th Apr '16 11:14:21 PM Diask
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This trope seems to be fading as 3D graphics become more common, space becomes cheaper, and game engine-rendered realtime {{cutscene}}s become more prevalent. 3D models are completely free of the exponential increase in artwork that plagued games with single-sprite 2D models, as each additional piece of equipment can be simply added rather than having to re-create every permutation of animation; on the other hand, weaponry and equipment not currently in use are often ignored in third-person games so player characters doesn't look ridiculous having four full-size rifles dangling off various parts of their body. In addition, armor is often intentionally left Informed Equipment to maintain a recognizable image associated with a character and avoid hiding their face.

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This trope seems to be fading as 3D graphics become more common, space becomes cheaper, and game engine-rendered realtime {{cutscene}}s become more prevalent. 3D models are completely free of the exponential increase in artwork that plagued games with single-sprite 2D models, as each additional piece of equipment can be simply added rather than having to re-create every permutation of animation; on the other hand, weaponry and equipment not currently in use are often ignored in third-person games so player characters doesn't look ridiculous having four full-size rifles dangling off various parts of their body. In addition, armor is often intentionally left Informed Equipment to maintain a [[IconicOutfit recognizable image associated with a character character]] and avoid hiding their face.



* The player in ''VideoGame/{{Spelunky}}'' can equip many pieces of equipment, including gloves, shoes, spectacles and a ''[[https://en.wikipedia.org/wiki/Hedjet Hedjet]]'', yet the only thing they are actually shown wearing are their default clothes and either a jet-pack or a cape.



* Goes all the way back to ''VideoGame/DragonQuestI''. The first armor in the game? "Clothing". And you can go into battle without it. Despite this quite literal fighting in the nude, the sprite nonetheless showed the hero wearing a full suit of armor.
** But it's also averted in the game, as the sprite isn't holding a weapon or a shield unless you have purchased one. The sprite's even altered to showing him carrying the rescued princess.

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* Goes all the way back to ''VideoGame/DragonQuestI''. The first armor in the game? "Clothing". And you You can go into battle without it. Despite this quite literal fighting in the nude, it, yet the sprite nonetheless showed the hero wearing a full suit of armor.
** But it's
armor. It's also averted in the game, as the sprite isn't holding a weapon or a shield unless you have purchased one. The sprite's even altered to showing him carrying the rescued princess.



* In ''EternalSonata'', neither weapons nor outfits make any visible changes on the characters, despite the fact that said weapons and outfits are often specifically described in terms of their colour and general appearance.
* This occurs in ''ResonanceOfFate'' due to its DesignItYourselfEquipment system. Not only is it possible to attach various GunAccessories to your characters pistol at several extension points, higher level mods have extension points of their own that further accessories can be added. At the end of the game, the gun is a ridiculous monstrosity with several scopes that are often stacked on top of one another, additional barrels pointing in every directions, handles attached to super long clips that themselves have barrels attached to them, and other insanity.
* ''UltimaVIII'', one of the last games released on disks rather than [=CD=]s, had only room for one isometric sprite set for the hero - which came with a pot helmet all the time.
** ''UltimaVII'', on the other hand, didn't have separate sprites for the various kinds of armor and cloaks one could wear, but did have an actual nude sprite for characters.
*** ''UltimaVIIPartII: Serpent Isle'' did have a potent paperdoll system that depicted every piece of armor and almost every other item equipped, but the sprite showed no differences other than the weapon equipped. The Exult engine allowed this function for the previous The Black Gate too, which had one humorous side effect; if you recruited thirteen-year old Spark, his paperdoll was still the default "huge muscular guy", with the head of a small boy.
* In ''Persona 3'' most armors or certain clothes won't change the characters appearance. [[FanService Besides the bikini.]]
* In ''Persona 4'', the characters supposedly don heavy armor to fight in the TV World, but you never see it. [[HandWave Handwaved]] by Chie suggesting they wear them ''under'' their school uniforms.

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* In ''EternalSonata'', ''VideoGame/EternalSonata'', neither weapons nor outfits make any visible changes on the characters, despite the fact that said weapons and outfits are often specifically described in terms of their colour and general appearance.
* This occurs in ''ResonanceOfFate'' ''VideoGame/ResonanceOfFate'' due to its DesignItYourselfEquipment system. Not only is it possible to attach various GunAccessories to your characters pistol at several extension points, higher level mods have extension points of their own that further accessories can be added. At the end of the game, the gun is a ridiculous monstrosity with several scopes that are often stacked on top of one another, additional barrels pointing in every directions, handles attached to super long clips that themselves have barrels attached to them, and other insanity.
* ''UltimaVIII'', ''VideoGame/{{Ultima}}'':
** ''VideoGame/UltimaVIII'',
one of the last games released on disks rather than [=CD=]s, had only room for one isometric sprite set for the hero - which came with a pot helmet all the time.
** ''UltimaVII'', ''VideoGame/UltimaVII'', on the other hand, didn't have separate sprites for the various kinds of armor and cloaks one could wear, but did have an actual nude sprite for characters.
*** ''UltimaVIIPartII: ** ''VideoGame/UltimaVIIPartII: Serpent Isle'' did have a potent paperdoll system that depicted every piece of armor and almost every other item equipped, but the sprite showed no differences other than the weapon equipped. The Exult engine allowed this function for the previous The Black Gate too, which had one humorous side effect; if you recruited thirteen-year old Spark, his paperdoll was still the default "huge muscular guy", with the head of a small boy.
* In ''Persona 3'' ''VideoGame/{{Persona 3}}'' most armors or certain clothes won't change the characters appearance. [[FanService Besides the bikini.]]
* In ''Persona 4'', ''VideoGame/{{Persona 4}}'', the characters supposedly don heavy armor to fight in the TV World, but you never see it. [[HandWave Handwaved]] by Chie suggesting they wear them ''under'' their school uniforms.



* ''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.
* While you can equip armor and equipment in ''SonicChronicles: The Dark Brotherhood'', none of it actually shows up on the model. This gets somewhat ridiculous when you equip a hammer, but it still doesn't show up. Only equipped Chao can be seen in battle, where they float behind the characters in your party.

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* ''PlanescapeTorment'' ''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.
* While you can equip armor and equipment in ''SonicChronicles: ''VideoGame/SonicChronicles: The Dark Brotherhood'', none of it actually shows up on the model. This gets somewhat ridiculous when you equip a hammer, but it still doesn't show up. Only equipped Chao can be seen in battle, where they float behind the characters in your party.



* In ''VideoGame/{{Undertale}}'', many weapons and lots of different armour can be found throughout the game, and characters sometimes mention what [[spoiler: Frisk]] is wearing. However [[spoiler: Frisk's]] sprite never changes no matter what they're wearing.

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* In ''VideoGame/{{Undertale}}'', many weapons and lots of different armour can be found throughout the game, and characters sometimes mention what [[spoiler: Frisk]] the protagonist is wearing. However [[spoiler: Frisk's]] protagonist's sprite never changes no matter what they're wearing.



* ''[[VideoGame/{{X}} X-Universe]]'': When you fit a gun to a slot on a ship, a cannon appears in a corresponding spot on the ship's model. It looks exactly the same no matter what gun you put there. Other equipment doesn't even do that much.

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* ''[[VideoGame/{{X}} X-Universe]]'': ''VideoGame/{{X}}-Universe'': When you fit a gun to a slot on a ship, a cannon appears in a corresponding spot on the ship's model. It looks exactly the same no matter what gun you put there. Other equipment doesn't even do that much.



* In ''{{Faxanadu}}'' your character's sprite would display the armor he equipped, which was a pretty cool feature when the game debuted in 1987.

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* In ''{{Faxanadu}}'' ''VideoGame/{{Faxanadu}}'' your character's sprite would display the armor he equipped, which was a pretty cool feature when the game debuted in 1987.



* Shovel Knight from ''VideoGame/ShovelKnight'' gets a PaletteSwap to indicate what armour he's wearing.



* In ''VideoGame/RogueLegacy'', the player character's sprite consists of several pieces of armour that are coloured differently depending on what they wear.



* ''{{Neptunia}}'' won't show your armor (as they're just bracelets and other rings), but any changes to your weapon, accessories, outfits or processor parts for the [=CPUs=] will appear in battle.

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* ''{{Neptunia}}'' ''VideoGame/{{Neptunia}}'' won't show your armor (as they're just bracelets and other rings), but any changes to your weapon, accessories, outfits or processor parts for the [=CPUs=] will appear in battle.



** Similarly, in ''VideoGame/FinalFantasyXIII-2'', the cutscenes show changes to Noel's and Serah's equipped weapons.

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** Similarly, in ''VideoGame/FinalFantasyXIII-2'', ''VideoGame/FinalFantasyXIII2'', the cutscenes show changes to Noel's and Serah's equipped weapons.



* ''DungeonSiege'', by giving every item its own 3D model.

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* ''DungeonSiege'', ''VideoGame/DungeonSiege'', by giving every item its own 3D model.



* ''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}}'' ''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.



* The game series ''KouryuuDensetsuVillgust'' - when a character gets a full set of next-level equipment, their battle sprite changes (usually just colors, but in some cases a headband or extra armor gets added) to reflect it. However, only in the equipment screen is each piece of equipment rendered (in a PaperDoll style) - in battle, if you have all the members of the "blue" set and a "green" helmet, for instance, you usually still appear green.

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* The game series ''KouryuuDensetsuVillgust'' ''VideoGame/KouryuuDensetsuVillgust'' - when a character gets a full set of next-level equipment, their battle sprite changes (usually just colors, but in some cases a headband or extra armor gets added) to reflect it. However, only in the equipment screen is each piece of equipment rendered (in a PaperDoll style) - in battle, if you have all the members of the "blue" set and a "green" helmet, for instance, you usually still appear green.



* ''FinalFantasyCrystalChronicles'' has a semi-aversion with its weapons, but much like the above the clothing does not change. However, this was changed in the sequel ''[[VideoGame/FinalFantasyCrystalChroniclesRingOfFates Ring Of Fates]]'', the first DS entry. Every piece of equipment you equip changes how the on-screen characters look.

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* ''FinalFantasyCrystalChronicles'' ''VideoGame/FinalFantasyCrystalChronicles'' has a semi-aversion with its weapons, but much like the above the clothing does not change. However, this was changed in the sequel ''[[VideoGame/FinalFantasyCrystalChroniclesRingOfFates Ring Of Fates]]'', the first DS entry. Every piece of equipment you equip changes how the on-screen characters look.



* This is ''mostly'' the case in ''VideoGame/{{Persona 3}}'' during mission sequences (outside of missions they wear whatever is appropriate), but every character has a couple of outfits that change the character model's clothes as well. For instance, females can wear the [[BreastPlate High-Cut Armor]], and each also has a separate [[{{Meido}} maid outfit]]. {{Lampshade|Hanging}}d; when you assign these armors to the characters, they tend to get a bit flustered. Some of the unique male armor also gets a less dramatic reaction (since none of it is anywhere near as FanService friendly). Note that this only happened in the ''FES'' version - while the outfits do exist in the vanilla game, you can only get the reactions from the characters while their clothes stay the same.

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* This is ''mostly'' the case in ''VideoGame/{{Persona 3}}'' during mission sequences (outside of missions they wear whatever is appropriate), but every character has a couple of outfits that change the character model's clothes as well. For instance, females can wear the [[BreastPlate High-Cut Armor]], and each also has a separate [[{{Meido}} maid outfit]]. {{Lampshade|Hanging}}d; when When you assign these armors to the characters, they tend to get a bit flustered. Some of the unique male armor also gets a less dramatic reaction (since none of it is anywhere near as FanService friendly). Note that this only happened in the ''FES'' version - while the outfits do exist in the vanilla game, you can only get the reactions from the characters while their clothes stay the same.



* ''[[TalesOfTheWorld Tales of the World: Radiant Mythology]]'' averts this to such a degree that equipping a piece of armor that would theoretically cause major overlap issues on your character automatically de-equips the offending piece(s) upon equipping the new one - with each change shown on your character's model, remembering how large each piece actually is comes in handy.

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* ''[[TalesOfTheWorld Tales of the World: ''VideoGame/TalesOfTheWorld: Radiant Mythology]]'' Mythology'' averts this to such a degree that equipping a piece of armor that would theoretically cause major overlap issues on your character automatically de-equips the offending piece(s) upon equipping the new one - with each change shown on your character's model, remembering how large each piece actually is comes in handy.



* ''Franchise/MassEffect''. Every armor suit and gun is individually rendered. However, your squadmates do still show up in their starting armor in a few cutscenes when they are not currently selected as active party members. Some of the alien squadmates will also show up in default armor while on your ship, the others wear either civilian clothes or crew uniforms.
** However, [[RedShirt Private Jenkins']] model doesn't change based on his equipment. Given that the only ways you can have different items to give him are a NewGamePlus (where you know not to bother) or using cheats, this is definitely reasonable.

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* ''Franchise/MassEffect''. Every In ''VideoGame/MassEffect1'', every armor suit and gun is individually rendered. However, your squadmates do still show up in their starting armor in a few cutscenes when they are not currently selected as active party members. Some of the alien squadmates will also show up in default armor while on your ship, the others wear either civilian clothes or crew uniforms.
** However,
uniforms. [[RedShirt Private Jenkins']] model model, however, doesn't change based on his equipment. Given that the only ways you can have different items to give him are a NewGamePlus (where you know not to bother) or using cheats, this is definitely reasonable.



* ''{{X-Com}}'':

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* ''{{X-Com}}'': ''VideoGame/XCom'':


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* In ''VideoGame/{{Minecraft}}'', every piece of armour you wear is shown on your character's model. A full set almost completely covers it, kinda making all that painstaking skin design [[ConcealedCustomization a waste of time]].
8th Apr '16 9:20:53 AM Willbyr
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* ''{{Pokemon}}'': Until the third generation of games, all Pokemon on the Party menu were represented with rather generic sprites (with the exception of Pikachu in ''Yellow'', and Gyarados in ''Gold'' and ''Silver''). Starting with Ruby and Sapphire, each Pokemon had two sprites of their own for the party menu.

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* ''{{Pokemon}}'': ''Franchise/{{Pokemon}}'': Until the third generation of games, all Pokemon on the Party menu were represented with rather generic sprites (with the exception of Pikachu in ''Yellow'', and Gyarados in ''Gold'' and ''Silver''). Starting with Ruby and Sapphire, each Pokemon had two sprites of their own for the party menu.
25th Mar '16 1:33:57 AM Mullane
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* ''UltimaVIII'', one of the last games released on disks rather than [
11th Mar '16 12:53:56 AM greenhill
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** ''VideoGame/XenobladeChroniclesX'' CAN play this straight at the player's discretion, thanks to fashion gear. Got some gear that has awesome game breaker skills but makes your characters have one out of place arm? No worries, just attach the equipment you wish displayed under the fashion gear tab and that's the equipment that will show up on the character model. There's also fashion gear (things like hoodies, trousers, ''Manga/DragonBall'' scouters, business suits and skimpy bikinis to name a few) which is intentionally made for this tab, as most of them have terrible stats and hardly useful skills. This can result in some {{Narm}} when an intense cutscene plays and you've got the party members or your character wearing a bunny girl bikini suit for example
4th Mar '16 5:19:21 PM Wheeee
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* In ''VideoGame/{{Undertale}}'', many weapons and lots of different armour can be found throughout the game, and characters sometimes mention what [[spoiler: Frisk]] is wearing. However [[spoiler: Frisk's]] sprite never changes no matter what they're wearing.
31st Jan '16 4:28:11 AM hellomoto
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A video game playable character has quite a few sprites (2D) / skins and models (3D) to deal with, which makes it hard to justify changing that valuable art for something as fickle as his equipment. Drawing a 2D hero in the starting armor and the most powerful armor alone would double the sprite count for every frame of the hero doing everything in almost every direction; this only gets worse with combinations of different types of equipment. Some 2D titles ameliorate this by superimposing sprites on top of each other, or relying on {{Palette Swap}}ping. Three-dimensional models make this far easier to avoid, since you can simply change textures/skins, or bolt extra models onto the same skeleton, while reusing animations.

As a result, the hero you see on the game screen usually doesn't represent the hero you see on the equipment screen. It's become so ridiculous that some games will just skip giving the heroes any body armor at all, which is okay because they're heroes and heroes are MadeOfIron. Still, by the end of the game, it can be hard to excuse your hero bumbling around in his civilian clothes as he goes up against the 10-story BonusBoss.

This trope seems to be fading as 3D graphics become more common, space becomes cheaper, and game engine-rendered realtime {{cutscene}}s become more prevalent. 3D models are completely free of the exponential increase in artwork that plagued games with single-sprite 2D models, as each additional piece of equipment can be simply added rather than having to re-create every permutation of animation; on the other hand, weaponry and equipment not currently in use are often ignored in third-person games so a player character doesn't look ridiculous having four full-size rifles dangling off various parts of him. In addition, armor is often intentionally left Informed Equipment to maintain a recognizable image associated with a character and avoid hiding their face.

to:

A video game playable character has quite a few sprites (2D) / skins and models (3D) to deal with, which makes it hard to justify changing that valuable art for something as fickle as his equipment. Drawing a 2D hero in the starting armor and the most powerful armor alone would double the sprite count for every frame of the hero doing everything in almost every direction; this only gets worse with combinations of different types of equipment. Some 2D titles ameliorate this by superimposing sprites on top of each other, or relying on {{Palette Swap}}ping. Three-dimensional models make this far easier to avoid, since you can simply change textures/skins, or bolt extra models onto the same skeleton, while reusing animations.

As a result, the hero you see on the game screen usually doesn't represent the hero you see on the equipment screen. It's become so ridiculous that some games will just skip giving the heroes any body armor at all, which is okay because they're heroes and heroes are MadeOfIron. Still, by the end of the game, it can be hard to excuse your hero bumbling around in his civilian clothes as he goes while going up against the 10-story BonusBoss.

This trope seems to be fading as 3D graphics become more common, space becomes cheaper, and game engine-rendered realtime {{cutscene}}s become more prevalent. 3D models are completely free of the exponential increase in artwork that plagued games with single-sprite 2D models, as each additional piece of equipment can be simply added rather than having to re-create every permutation of animation; on the other hand, weaponry and equipment not currently in use are often ignored in third-person games so a player character characters doesn't look ridiculous having four full-size rifles dangling off various parts of him.their body. In addition, armor is often intentionally left Informed Equipment to maintain a recognizable image associated with a character and avoid hiding their face.
30th Dec '15 8:24:19 PM grandphoenix
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Added DiffLines:

* This occurs in ''ResonanceOfFate'' due to its DesignItYourselfEquipment system. Not only is it possible to attach various GunAccessories to your characters pistol at several extension points, higher level mods have extension points of their own that further accessories can be added. At the end of the game, the gun is a ridiculous monstrosity with several scopes that are often stacked on top of one another, additional barrels pointing in every directions, handles attached to super long clips that themselves have barrels attached to them, and other insanity.
* ''UltimaVIII'', one of the last games released on disks rather than [
8th Dec '15 8:52:21 AM gophergiggles
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[[folder:Stealth Based Game]]
* Taken to the level of ScrappyMechanic in ''VideoGame/MetalGearSolid4GunsOfThePatriots''. Snake ''always'' uses his Operator handgun[[note]]your starting equipment which is quickly outclassed by other weapons even in the first level[[/note]] in every single cutscene. However when gameplay resumes he'll have put away whatever weapon you were using and still have the Operator in his hands. If you removed the gun from your inventory completely, it will be back in slot one having kicked whatever weapon was there out to make space.
[[/folder]]
7th Nov '15 5:39:50 AM starofjusticev21
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** But it's also averted in the game, as the sprite isn't holding a weapon or a shield unless you have purchased one.

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** But it's also averted in the game, as the sprite isn't holding a weapon or a shield unless you have purchased one. The sprite's even altered to showing him carrying the rescued princess.
28th Oct '15 6:13:12 PM nighttrainfm
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* Seen in the ''KingdomHearts'' series:
** ''KingdomHearts'': in the in-game {{cutscene}}s, Sora will be holding whatever Keyblade he has currently equipped (occasionally causing problems with clipping if it's one of the larger or oddly-shaped ones).

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* Seen in the ''KingdomHearts'' ''Franchise/KingdomHearts'' series:
** ''KingdomHearts'': ''Franchise/KingdomHearts'': in the in-game {{cutscene}}s, Sora will be holding whatever Keyblade he has currently equipped (occasionally causing problems with clipping if it's one of the larger or oddly-shaped ones).



** Also played straight in [[VideoGame/KingdomHearts the first game's]] ending; Sora is shown to be using the Kingdom Key regardless of which Keychain you have equipped.
** In terms of actual equipable clothing (which consists of bangles, rings, ribbons and other similar objects that are more akin to jewelry/bling than anything else) don't show up on neither Sora nor any of his companions.

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** Also played straight in [[VideoGame/KingdomHearts [[VideoGame/KingdomHeartsI the first game's]] ending; Sora is shown to be using the Kingdom Key regardless of which Keychain you have equipped.
** In terms of actual equipable clothing (which consists of bangles, rings, ribbons and other similar objects that are more akin to jewelry/bling than anything else) don't show up on neither either Sora nor any of his companions.
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