Having more options isnt always a good thing.
Totally depends on what the game is going for. People are too close minded by saying it shouldnt be a thing. I can't remember then name but it was a modern setting and you would wield random objects found in the environment.Ĭlick to shrink.This. I think there's already games like that out there. If weapons were more differentiated by the attacks and properties they had and less by the raw numbers, then every weapon being ridiculously fragile might have been a really cool system. It went from the parsimony of making the most effective use of the available weapons, to the penury of avoiding using them at all.
But because weapons had such drastically different attack power it became a game of doing anything in your power to avoid using your good weapons, and lousy weapons would break before even doing a significant amount of damage to stronger enemies. For a little while, at the start, you had to manage weapons carefully and plan your combat around the fact that they would break.
In most games it's just a way to force you back to town to trade gold for repairs, which is anywhere from pointless to terrible.