There are lots of different types of swords. There's [[KatanasAreJustBetter katanas]], [[KukrisAreKool kukris]], [[SinisterScimitar scimitars]], [[RoyalRapier rapiers]], [[{{BFS}} swords that should be logistically impossible for any human to wield]], and many more. Yes, the sword is certainly a unique and varied specimen, and no two kinds have exact the same method of wielding.

Except in games.

You see, when a game has loot and upgradable weaponry, it won't do to carry around the same dinky sword for the rest of your journey, so you're bound to get a new one. But in a game filled with oodles of weapons, developers can't always be inclined to make each and every one specifically different from the next. A sword's a sword, right?

In other words, a lot of games have the tendency to give you a "better" or "new" version of a weapon that you already own, but while it may statistically be more powerful, it looks and plays almost exactly the same as your previous weapon. You'll be amazed by how much more powerful your Ultimate Warrior Blade is in comparison to your Trainee Sword, but then you'll realize that when you swing it around in-game, it's pretty much exactly the same.

While this can be occasionally justified by the character simply gaining swords of the same style as their previous ones, in games where you control a party of characters, and more than one wield the same type of weapon, they will be able to interchange between each other. We'll ignore the fact that TheHero wields a katana, while TheLancer swings around a broadsword; you can just give them both an "Iron Sword" and be done with it.

This tends to be much more common in older or sprite-based games, before developers really could finely detail weapons to look differently. However, even in modern games, just because a weapon has a slightly different hilt or a chip on its edge doesn't mean it'll swing any different from your last one. It's also common in TabletopGames. Games that allow weapon appearances to be transferred or customized deliberately play this trope straight due to RuleOfCool and RuleOfFun.

See also EveryJapaneseSwordIsAKatana and SliceAndDiceSwordsmanship. Check out our UsefulNotes: UsefulNotes/{{Swords}}, UsefulNotes/EuropeanSwordsmanship and UsefulNotes/{{Kenjutsu}} pages for some thoughts on the differences between actual swords.

!! Examples:


[[folder:Hack and Slash]]
* Blatant in ''[[VideoGame/DevilMayCry Devil May Cry 2]]'': you get a normal sword, a {{BFS}} and a fencing sword, but only the look and damage differs, the combos are exactly the same. That's one of the reasons this episode is considered the black sheep of the series. The first game also had this, but all the other games took the criticism to heart and utterly averted this trope.
* {{Averted}} in the ''VideoGame/DynastyWarriors'' series; most of the large character roster has unique weapons, and move sets to accompany them. Even some very similar weapons can play very differently!
* Averted in the ''Franchise/{{Onimusha}}'' series, by and large. MainCharacters tends to wield several different swords over the course of a game, with the swords having different appearances, speeds, combos, animations and magical attacks depending on the blade. In both games 2 and 4 there are multiple sword wielders in the parties, but they wield different sorts of swords and can't swap weapons with each other. The fourth game features a huge number of weapons, and characters will have different attack patterns depending on which weapon they have equipped. Of particular note is Jubei from game 4, who will go all the way from an acrobatic attacker leaping into battle to a nearly stationary IaijutsuPractitioner who draws, attacks, and sheathes her sword so fast it can barely be seen depending on which weapon she has equipped.
* Inverted in ''{{VideoGame/Kritika}}''. All Warrior-type characters use a BFS as their WeaponOfChoice, but each sub-class have different combos and combat style.
* ''VideoGame/GinormoSword'': Due to your character having the same animation, all the different swords function the same way. The hitbox of the swords thanks to their size does vary, however, and their overall size is also different depending on [[{{BFS}} how big you leveled them]]. Get them high enough and all swords are just one giant colored section of the screen with the entire hitbox being the area in front of you.

[[folder:Role-Playing Games]]
* Zig zagged with ''VideoGame/ChronoTrigger'': Every character has their own weapons, so Crono (who uses katanas) can't use Frog's braodsword and vice versa, but every weapon that each character is able to use is wielded identically. Even when that sword is a ''[[BroomstickQuarterstaff mop]]''.
* ''VideoGame/TheElderScrollsIIIMorrowind'':
** {{Averted}}, since each weapon (and thus different types of sword) had different values when they're used for hacking, slashing or thrusting. Played straight in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' where every sort of sword (apart from a few token katanas) was basically a variation on a basic crucifix sword made from different materials.
** Gets played even straighter in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', where a character good with a one-handed sword will be just as good with a one-handed mace. The same also works for two handed weapons-good with a warhammer? Great, here's a greatsword, you're just as effective! (However, some perks can be taken to make the player character better with one type of weapon or another, providing a slight subversion)
** Practical non-sword example: staffs, halberds, and spears all use [[AcceptableBreaksFromReality the same wielding/attacking animation]]. However, halberds and spears have better damage values when thrust and staffs do better damage when swung.
* In ''VideoGame/RadiantHistoria'', both Stocke and Marco can wield swords, and despite the fact they are clearly two completely different types of swords (a longsword and a short one-handed blade), they both can equip any and all types of swords. This also applies to armor, since Stocke, Raynie, Marco, and Rosch can all equip the same types of armor. The first three are somewhat understandable, but [[MightyGlacier Rosch]] fitting into the same pieces of armor is a tad ridiculous.
** Also subverted in one very specific instance, a blade called the Sand Sword that is so bizarrely shaped none of your party members can use it, but one NPC won't use anything else.
* ''VideoGame/RuneScape'':
** In ''[=RuneScape=] Classic'', whose graphics were on the less-advanced side, all melee weapons had the exact same fighting animation: you just bash your opponent with it and that's that.
** The modern game has a wider variety of stances for different types of weapon, but there are still a limited number of animations for slashing, stabbing, or bludgeoning--the stabbing animations for a bronze dagger are the same as the ones for a mithril shortsword or [[JokeWeapon a pair of gardening secateurs]].
* A funny example in ''VideoGame/NeverwinterNights'', where all one-handed melee weapons share the same attack animations, which means rapiers, scimitars, longswords, clubs, axes, knives, and anything else you can wield in one hand are animated exactly the same way. To their credit, however, the rapiers look more like small cutlasses or sabers that could plausibly be used as slashing weapons.
* In ''VideoGame/ShiningForce'', giving a character a different weapon swaps the weapon you see in their battle sprite, but otherwise, the animations are exactly the same. The only exception is the [[SwordOfPlotAdvancement Chaos Breaker]], which has fancy fire effects.
* The majority of {{MMORPG}}s use the same animation for all weapons of the same class even if their designs are wildly different. A one-hander and a two-hander may have different animations but all one-handers will have the same animation with the same being true of all two-handers. Weapons that aren't swords may have even more drastic generalization, such as having a single animation for both polearms and javelins.
** Partically averted by ''VideoGame/{{Mabinogi}}'', which not only has different animations for different sword classes; but also certain sub-classes as well. eg. A two-handed japanese style sword has a different animation than a two-handed broadsword.
* ''VideoGame/VandalHearts'' is this trope and then some. Whatever weapon or armour you give a character, their sprite will still use exactly the same artwork - the artwork only changes when the characters change class. This leads to the potential of giving a character a crappy shortbow, then the character having a huge pavise with a mechanical, belt driven arrow launcher strapped to the side in-game.
** While all basic enemies have the exact same animation for each member, every boss and playable character have unique attack animations. For example, the burly Grog uses a brutish, simple style for swordfighting, while Clint relies on simple techniques and Dolan on finesse. Ash uses big flashy sword attacks, being TheHero and all.
* ''VideoGame/NetHack'' has no attack animations to concern itself about and, instead, is super-conscious about weapon type and skill of weapon use. That does not mean that simplifications and over-specificity are not maintained as AcceptableBreakFromReality moments - standard long swords and katana sharing the same skill, while broadswords, scimitar, and sabers each have their own skills - but this produces a decent simulation of "all swords are not the same."
* In ''VideoGame/DungeonsOfDredmor'', you no longer incur a penalty for using a weapon that you are not skilled to wield, where it did distinguish between several types of melee weapons in the older versions.
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' does a fairly good job of averting this. Of the approximately 60 bladed weapons in the game at least half of them have significant differences in animations, reach or status effects than any other weapon in the game. That's not even taking into consideration the secondary attacks of some of the weapons that some players might never even find.
* ''VideoGame/DiabloIII'' plays this arrow-straight with all its characters, but the Monk stands out in particular. [[StatStick No matter what equipment a monk has]] (bare hands, punch daggers, a sword and shield, dual maces) they ''always'' attack with their fists - only occasionally hitting enemies with a sword pommel or the back of a shield. Even more amazingly, the Monk has access to special staffs - that they'll keep on their back the whole time they're fighting enemies! This was partially fixed in a patch, and the Monk will now use fist-weapons and staves for certain attacks. The cosmetic nature of weaponry is thrown into even sharper relief with the ''Reaper of Souls'' expansion, which adds the ability to change the appearance of equipment without chances their performance or underlying stats.
** Blizzard did this again with ''VideoGame/WorldOfWarcraft'' Monks in ''Mists of Pandaria'', who primarily fight with their bare hands and feet. Even the only one of their attacks that does use the weapon has a cosmetic Glyph that can undo it. Then there is also the feral druid who fights as a bear or cat and thus has no real use for weapons, though the equipped weapon does factor into attack power.
* In ''[[VideoGame/{{Gothic}} Gothic 3]]'' there is the same combat animation wherever you use two-handed swords or halberds. The protagonist even holds one hand in the middle of the blade, just like in any pole weapon. However, this may be a case of AccidentallyCorrectWriting: half-swording, where the swordsman grasps the sword on its blade, was a valid fighting technique used in TheLateMiddleAges in order to slip the point into gaps in the enemy's armour and have more control over the weapon.
* Averted in both ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'', where swords are divided into many different types, such as the longsword, large swords, greatswords, ultra greatswords, piercing swords, curved swords, curved greatswords, and finally Japanese swords. The distinction is important as every single one has a different moveset, attack power, recovery time, etc. In Dark Souls, sometimes not even weapons belonging to the same type has the exact same moveset; the Claymore and Bastard Sword has a different strong attack, as does the Zweihander and Greatsword and even the nearly identical Uchigatana and Iaito.
** A particularly strange example is the Silver Knight Sword, a particularly rare, and long longsword that drops from Anor Londos DemonicSpiders, the silver knights. Its light attack is the curved Falchions swishing slash, its heavy attack shares less in common with the normal longswords stabbing/disemboweling moves as it shares with the standard scythes extremely fast and delayed vertical slash, followed by a similarly wide angle horizontal slash, both hits inflicting massive damage.
** ''VideoGame/DarkSoulsII'' goes further with Santier's spear. Unlike other weapons, it gains a different moveset when broken instead of becoming unusable. The end result is an unbreakable weapon with a moveset based on the spear, halberd, curved sword, and twin-blade. It has 500 durability, so it [[CherryTapping takes a while]] to break down.
* ''VideoGame/GoldenSun'': an intriguing example, in that the weapon's appearance changes depending on which character equips them. For example, equipping an axe on Isaac gets a double-headed battle-axe, give it to Garett and it becomes a huge woodcutter's axe. A mace can be a simple ball-on-a-stick or a Sauron-esque flanged mace or the ever-popular big-black-ball-o'-spikes. Ivan's SimpleStaff looks like his OrphansPlotTrinket but Mia's has a crystal ball on top. And so on.
** The third game moves further away from the trope in that every weapon has the same appearance and closer to it in that many weapons now share the same unleashes (special moves). This is partly because every weapon has more than one unleash though so many weapons still have unique moves or combinations of them. Every weapon takes time to master for each character as well, unless it is a duplicate of one they have already used.
* ''VideoGame/DragonQuestIX'': Zigzagged: every weapon and armor piece has its own icon and appearance on the 3D character model. However, upgraded forms of a weapon and armor (through alchemy) have the exact same icon and appearance.
* ''VideoGame/TalesOfPhantasia'' averted this to a surprising degree for a UsefulNotes/SuperFamicom game - Cress's weapons are rated on both thrusting and slashing damage, so while he performs all special attacks the same way no matter the weapon, the resulting damage was very different depending on the weapon's suitability. Some could only do one or the other damage type in any useful amount, while others were balanced. Cress also used more than just swords, so you have to worry about issues like reach - spears might be able to hit two enemies with a good thrust, but that up-close enemy might not even get touched because it's inside your reach.
* The ''VideoGame/TalesSeries'' in general seems to play with this. It's played straight in ''VideoGame/TalesOfTheAbyss'' with Luke and Guy capable of using any kind of sword despite their different fighting styles, with only exclusive special equipment an exception. ''VideoGame/TalesOfVesperia'', on the other hand, plays with it as there are three (four in the [=PS3=] updated version) characters who can use swords and the swords they can use vary; Estelle tends towards lighter swords suitable for thrusting, Yuri and Flynn use the same style of swords (though Yuri ultimately leans towards kanatas and Flynn towards massive broadswords), and Karol uses BFS. There is some crossover between Yuri, Estelle, and Flynn but they diverge and use swords suiting their own style in the end. This also applies with axes; Yuri and Karol both use axes but only share a few and most certainly don't use them the same way. Yuri's fighting style changes if he equips axes, sacrificing a bit of speed in favour of power.
* Averted in ''VideoGame/BravelyDefault'', as the game splits swords into three categories (Swords, Katanas, and Daggers) that have varying proficiency requirements. While a Knight can pick up and use a Katana if they want, but they wouldn't get nearly the same mileage out of it as a Swordmaster would, and visa versa. Even within a category, specific blades may have additional effects based on their design. The main-gauche, for example, grants a twenty point bonus to Evasion due to the shape of its hilt and its function as a parrying dagger.
* On that note, ''VideoGame/{{Nostalgia}}'' plays this straight with regards to every weapon class. Most notably with guns, which vary from match-lock pistols to 1930s-era submachine guns; gun-wielding party member Pad handles them all with the exact same animations.
* Averted in ''VideoGame/CobraMission''. All weapons have their own unique sprite in the attack screen.
* There's only one attack animation for your character in ''VideoGame/TheEnchantedCave''.
* ''VideoGame/EpicBattleFantasy 3'': Matt actually calls out an enemy for using a multistab attack while holding a sword that's made for slashing. Considerable HypocriticalHumor is had, given that all of Matt's weapons (all of which are labeled "swords", even the earth-element axe and the fire-element spear) look entirely different and use the same attack animations (and yes, including both stabbing and slashing).

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'' started with sets of weapon given to the classes and ended with much the same. AD&D1-AD&D2.5 rules, though, acknowledged that a character could be proficient in wielding, e.g. glaives but not halberds or knives but not daggers. To avoid going ''too'' far this way -- because, again, there are lots of minute variants -- AD&D2 halved non-proficiency penalty for closely related weapons and Complete Fighter's allowed proficiency in tight groups ("fencing blades" or "spears") at the cost of two or broad groups ("pole weapons", "small throwing weapons") at the cost of three. Groups overlap with each other, styles add diversity on top of this, giving different tactical advantages/disadvantages to Single weapon style specialist and Two-handed style specialist using the same bastard sword (or a club).
** Third Edition (and TabletopGame/{{Pathfinder}}) additionally have items grouped into "Simple" (most anyone can pick up and use them), Martial (these require general training), and Exotic (these require ''specific'' training). So while a professional soldier can probably handle both a short sword and a long sword, he won't automatically know how to wield a katana in one hand or a spiked chain at all.
** The fan made Alternate Pathfinder ruleset Kirthfinder actually ended up bringing things closer to being this trope, all weapons now have a Simple, Martial, and Exotic level of proficiency, and so a large number of exotic weapons got shoehorned into exotic wielding of normal weapons. Katanas became exotic Falchions of Scimitars, the Orc Double Axe got melded into the Lajatang, the martial proficiency of Longswords and Broadswords do exactly the same thing whilst exotic forms are different, and more.
** The simplified concept of a "sword [or other weapon] +1 [or +2, or +5, etc." is precisely based on the need to give players access to better and better swords, while perfectly sidestepping any objection that a fighter who uses a generic longsword should need extra training to use a longsword +3. Clearly, the longsword +3 is physically the same as the nonmagical longsword, but the [[AWizardDidIt wizard who forged it]] added a magical charm that makes it strike surer and harder.
* Averted in ''TabletopGame/RuneQuest''. Your skill is in a specific type of sword and if you switch from ,say, one scimitar to another there is a temporary penalty to simulate getting used to the balance of your new sword.
* Almost played straight by ''TabletopGame/{{Shadowrun}}'', swords come in three varieties: one-handed, two-handed, and [[KatanasAreJustBetter katanas]]. In Fifth Edition, it's reduced to just one-handed swords and katanas, and polearms all share the same stats.
* ''TabletopGame/{{GURPS}}'' groups various similar kinds swords all together in the ''Basic Set'' to play this straight. In the ''Martial Arts'' and ''Low-Tech'' books however weapons are only grouped together if they are completely identical, like a Japanese yari and a generic spear.
* TabletopGame/{{Warhammer 40000}} plays this straight simply because they don't have a choice. There are MILLIONS of cultures, using swords that range anywhere from millennia-old handcrafted relics to steaming hot off the factory line, all clashing at armor types and fighting styles all just as varied. So regardless of whether you're using a combat blade to a chainsword, it's going to use more or less the same rules, wherein most of a sword's speed and hitting power come from the user. You might get small bonuses or penalties for certain general styles (i.e. a two-handed sword gets the Two-Handed rule) but most of the ''good'' modifiers are only allowed if you have AppliedPhlebotinum (and the presence of a such a special sword has to at least loosely comply with WYSIWYG rules). This has been somewhat addressed for the high tier weapons as of 6th edition with the addition of melee weapon stat lines instead of straight modifiers, enough that power swords and power axes are mechanically different anyway.
* TabletopGame/{{Warhammer}} plays it pretty straight too, with a sword (for example) able to represent a generic hand weapon, one of many magical weapons or even a [[{{BFS}} Runefang]] as the player wants to use it.
** TabletopGame/WarhammerFantasyRoleplay 2nd Edition plays it even straighter, with almost every single-handed melee weapon larger than a dagger being lumped together as "Hand Weapons". The supplements (and the [[HouseRules fans]]) have gone some way to avert this, however, so if you have ''Old World Armoury'' your axes and maces are no longer functionally interchangeable with swords.
* In TabletopGame/UnknownArmies, the GM is supposed to ask only three questions of a melee weapon. Is it big, is it hefty, and is it sharp? Each yes is worth +3 damage, regardless of if the weapon is a chainsaw from a hardware store, a priceless heirloom katana, or a cheap replica sword bought off the internet.
* ''TabletopGame/SpiritOfTheCentury'' plays this straight: all melee and thrown weapons are covered by a single skill (called, appropriately enough, "Weapons" -- as opposed to "Fists" and "Guns" for the other two obvious choices) and not mechanically differentiated by stats. A character who's good with a sword is going to be just as effective with a club, axe, whip, or thrown knife, and what weapon exactly they do decide to use is primarily narrative detail and a matter of style.
* A variant, this is both played rigidly straight in the ''TabletopGame/BattleTech'' pen and paper game, yet somewhat averted in the Mechwarrior/CBTRPG/Time of War RPG. All weapons fired by a 'Mech are based off a common Gunnery skill, while in the RPG version, Ballistic, Missile, Artillery and Energy Weapons each require their own skill categories.


[[folder:Turn Based Strategy]]
* Averted in ''VideoGame/FinalFantasyTactics''. Precise classes have precise types of weapons, and they don't mix.
** Though it's possible to learn abilities allowing some other class weapons to be used, such as allowing Knights to equip lances, or lancers to equip swords. The latter is more handy since lances don't even appear until chapter 2, leaving them otherwise unarmed.
** Also averted in ''VideoGame/FinalFantasyTacticsAdvance'', which distinguishes Swords, Blades, Sabers, Greatswords, Knightswords, Broadswords, Rapiers, and Katanas from one another (though it does fall into AllJapaneseSwordsAreKatanas, which the original ''Tactics'' didn't.)
* Taken to absurd lengths in the ''VideoGame/FireEmblem'' series. Non-magical weapons are broken down into four categories: swords, lances, axes, and bows. Not accounting for all of the different styles and variations of weapons that different classes can wield, any character that can use a weapon type can use every weapon of that type. It's absurd enough when a "Wo Dao" used by Eirika (or a shamshir in the same game) becomes a rapier, but even more ridiculous assassin becomes a pair of knives; whereas swordmasters use them like a katana.
** It is inverted in the [[VideoGame/FireEmblemJugdral Jugdral]], [[VideoGame/FireEmblemTellius Tellius]], and [[VideoGame/FireEmblemAwakening Awakening]] games where each sprite and model show the differences in the weapons no matter which one is equipped. Quite impressive for the sprite-based Jugdral games, but par for the course for the model-based Tellius and Awakening games.
* In ''VideoGame/MakaiKingdom'', each weapon in its category have the same attacks with the same animations (both the Long Sword and the Zweihander can do Slash, Berserker, Moonslash and the rest of the list) but weapons of different categories, even similar ones (katanas, swords, daggers) have different attack lists. You can't use an axe to perform a hammer strike, and so on.

[[folder:Other Video Games]]
* Despite its obsessively realistic combat rules, ''VideoGame/DwarfFortress'' plays this one straight with actual swords, at least [[PerpetualBeta for now]]. There's only three and a half actual types of sword: Shortsword and the scimitar (identical in all but name), the longsword (actually a bastardsword) and the [[{{BFS}} two-handed sword]]. All of them use the same generic "sword" skill. Of course, dwarves can't actually forge longswords or scimitars without minor modding and can't even ''wield'' two-handed swords, but going from a shortsword and shield to a bastardsword that from a dwarf's perspective is as long as a ''zweihander'' has no skill penalty.
** Averted for polearms and ranged weapons, however; spears and pikes use a separate skill, as do bows, crossbows and [[LethalJokeWeapon blowguns]]. There's also a generic "Fighter" and "Archer" stat which gives a bonus to an attack roll made with ''any'' melee and ranged attack respectively.
* ZigZagged in ''VideoGame/SoulCalibur''. There are several characters who wield swords, and they all have different fighting styles. Even those that wield the same ''kind'' of sword, like Sophitia and Cassandra, have slight differences in their movesets. However, in games that have more than one weapon per character, some weapons that look like they should be handled vastly differently will use the same attack animations. Taken UpToEleven by the {{Joke Item}}s. Wielding sauage links like nunchaku or a ''giant squid'' like a {{BFS}}? No problem!
* ''VideoGame/AssassinsCreedII'' features many swords of very different styles that can be bought and used by the player character. They have different damage, speed etc. but are used in the exact same way in game, with the same combat mechanics and animations.
** This is also true in the other ''VideoGame/AssassinsCreed'' but to a lesser extent: [[VideoGame/AssassinsCreed AC1]] features less swords and they are roughly all of the same style, and [[VideoGame/AssassinsCreedIII AC3]] has a wider choice of melee and ranged weaponry with distinct uses and combat styles. Only [[VideoGame/AssassinsCreed2 AC2]] lets you use a rapier and a scimtar in exactly the same way.
* ''VideoGame/TriggerKnight'': From the humble Dagger to the Astral Sword, your weapon's just always a BFS.

[[folder: LARP]]
* The ''LARP/OtakonLARP'' keeps the complexity of the game system down by having most weapons distinct in appearance, but having fundamentally similar mechanics. Characters use one of four skills to wield any weapons of the category. Commonly: Melee Weapons, Fire Gun, Thrown, and BFG (Big guns feat). Individual item cards for the weapons list a flat damage, and may include a modifier to the attack skill.