Weclock: Wait, a minute...
You do realize that THE most popular and THE highest selling games that were released between 2000-2010 had a weapon limit, right?
You do realize this, yes?
I mean, it's not just me who thinks the world hasn't suddenly turned crazy over night.
Yes, I realize this. But just because they had it, it doesn't mean they succeeded BECAUSE of it.
This is what I call "Cargo Cult" game design.
Weclock: This has been going on in games for years. In fact, that is what defines a modern FPS, is regenerative health and limited weapon selection. Is it stupid? Hell yes it is, but apparently everyone in the world still sees games like Halo and Call Of Duty as some of the best there was in terms of FPS. I think it's crap,
Among others I might not remember, Bioshock and Resistance (staying in the realm of pure FPS, but there are even more examples in third person shooters) all sold fine without it, so there are no excuses.
And what defines modern shooters is integrated storytelling and "cinematographic" set pieces. Unlike health/weapon systems, all the single player games we both mentioned have this.
Weclock: I mean, not to say the games weren't fun, but there certainly is a bit of extra strategy in place knowing you can only carry two weapons.
The developers constantly spoonfeed you whatever weapon they think you might need, so the strategy angle doesn't work in DNF.
Weclock: I mean, even Left 4 Dead 2 only allows you to carry two weapons at a time. And what about Portal, where you can only hold one weapon at a time? What about Team Fortress 2, where you have 3 slots which you fill in with non-weapons and ultimately roll out with only one weapon?!
Never played L4D, but Portal is not a shooter and Team Fortress had weapon limits before Halo and CoD were even conceived (it makes sense there since it keeps classes distinct).
There absolutely no reason for it in DNF.
Weclock: I think maybe, bitching that Duke Nukem Forever had a weapon limit, is silly.
As I said, other shooters are designed around that limit. Duke Nukem is not (and shouldn't be since its arsenal was part of what made DN3D appealing to begin with).
All the weapon limit accomplishes is breaking flow by having you constantly pixel hunt, stare at the ground and pickup the same few weapons over and over.
Also, a Duke Nukem sequel is being planned right now, so there's no better time to complain and point out what's wrong with this game.
Weclock: How can you expect them to not use a weapon limit, when it's been proven, time and again, that not only do gamers want that, but they expect that.
As I've shown, we do have examples of successful mainstream FPSs which don't conform to these cliches, so don't blame gamers for this.
How many copies has Bioshock sold? I have yet to hear anyone clamoring for a weapon/plasmid limit.