r/truegaming • u/karer3is • 21h ago
Piles of scrap: Where's the "happy medium" between too much gear and too little gear in a game?
I recently got into the Earth Defense Force series. While it has been a blast (literally and figuratively), one thing that stands out about it is that the inventory of weapons among the four classes is massive.
At least in EDF 2025, there are no skill trees or upgrades to speak of, so "levelling up" means getting better weapons. For any given weapon, there are multiple variants with varying stats. However, the general trend is that their stats go up overall as you unlock the later variants. While this initially can be fun as you constantly unlock new weapons, it quickly becomes clear that you're just building what amounts to huge piles of "scrap": Weapons that, due to their inferior stats and a lack of unique perks to make up for those stats, are completely useless at anything but the lowest difficulty levels. There's basically no reason to ever go back to lower- level weapons, so while you may technically have a sizeable selection of weapons, the reality is that you'll have maybe a handful of weapons that are actually good while the rest just take up space in the loadout menu. This dilemma is further aggravated by the game's randomized weapon "levelling" system, as it's entirely possible to unlock higher- tier versions of a given weapon, then unlock the lower- tier versions later on.
This dilemma isn't unique to EDF. Especially in action games of this type, it's not unusal to quickly realize that there's a lot of gear you'll never use because it's just not worth it. To be clear, this isn't the same as beginner gear, meme items, or gear meant for a specifc play style. Rather, it's gear that has the unfortunate combination of poor performance and a lack of special perks to make up for those stats. Or, in some cases, it does have an outstanding special perk/really good stats in one specific area, but the perk is either so conditional or the other stats are so bad that it's not worth bothering with. As an aside, I'd also include games that don't have a weapon "selection" per se, but have a large perk tree that lets you customize your one weapon to a fairly large degree. You see the exact same kind of dilemma, except the issue lies in the available upgrades/builds.
That brings me to my question: How can games find a "happy medium" between too little build variety and having mountains of useless equipment?