

However, this meant that you could, for instance, expend your pricey deluxe repair kit to bring your destroyed tracks back into action and escape destruction, only to have your ammo rack knocked out two minutes later, crippling your damage-dealing ability for the rest of the match. In previous builds of the game, such items were single-use consumables that could only be spent once per match. World of Tanks is a multiplayer arcade tank arena combat game that features optional consumables, such as first aid kits, repair kits, and fire extinguishers.In any case, the item may just become useful in the Bonus Dungeon if one exists in the game.Ĭonversely, if there's an item duplication glitch in the game or some game mechanic that lets you obtain a spare or two, then of course you're going to be using it all the time. If a Too Awesome to Use item sticks around long enough, it can sometimes become Awesome, but Impractical as it gets outclassed by a much more efficient or re-usable item in a game with Character Levels, it may also just become useless as your characters' stats outstrip the item's power. But what if the player used the potion already? Do you make that fight easy enough that it's winnable without the potion (thus the optimal option is to fight without it because you didn't actually need it), or make it so difficult it's heavily recommended to use the potion (thus a player that did waste the potion hits a brick wall)? Of course, you may save it until the last boss, only to realize you can't use it during boss fights. If you make a super-powerful super-rare healing potion, it'll be most useful in a similarly difficult battle. forcing the player to choose between two bad options.Īnother factor that contributes has to do with game balance. In particularly egregious cases, this can be an example of player-hostile game design. use the item(s) and have more fun, but maybe be punished for it later. slog through a fight that is harder than it would otherwise be, but save your items or B. In any case, prepare for much anguished deliberating on whether to A. note Which is critical if the game features sections without an ability to backtrack - even if death is not final, if you're unable to beat the next challenge, you've effectively lost the game permanently, and all the time spent on it is wasted. This goes double if you never know what and how many unexpected and arbitrary-difficulty challenges the game might throw at you any next moment (and JRPGs love doing that), so you feel compelled to always hold to a failsafe or multiple just in case.

Or maybe because it simply pains you to imagine having it missing from your inventory. This is either because you're afraid to waste such a valuable treasure and will be waiting for that one good opportunity to use it. The item is useful, awesome, and practical - unfortunately, you're never going to use the item outside of maybe the last boss (as you wouldn't need it afterwards). It could be a Superweapon with an extremely limited amount of ammo, or an ultimate sword that breaks after a certain number of uses. It could be a special power that lets you fly, or a Status Buff that lets you destroy an enemy with the snap of your fingers. It could be an item that buffs all your stats and makes you invulnerable for an extended period of time. Games such as RPGs featuring an inventory system are prone to giving you items that are scarce but very powerful. Yup, it's going to sit safe and sound in your inventory until the very end of the game.

It's unstoppable.īut it's also single-use and impossibly scarce. Lewis, The Chronicles of Narnia: Prince Caspian
