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Sorting Algorithm of Weapon Effectiveness

"Weapon choice doesn't start too exciting
Two machine guns, a rifle for sniping
But later on, BFGs
Coming with guarantees
To shoot various flavors of lightning."

In the same way that the Sorting Algorithm of Evil dictates that you will face opponents of steadily increasing ability, the Sorting Algorithm of Weapon Effectiveness ensures that you will acquire consistently more useful items and equipment as your progress through the game.

As a result, the progression through the Standard FPS Guns; the quality of the items that are dropped by enemies, found in treasure chests, or sold in shops is directly dependent on how far you are in the game. The First Town may be a thriving metropolis and the center of world trade, but it will invariably be home to the game's worst equipment. Conversely, the poor desolate village near the end of the game will inexplicably host some of the game's best items and weapons.

In games in which the weapons are guns with their own ammunition, this almost inevitably results in the character carrying piles of ammo for the weak weapons that were scavenged early in the game. Rendered useless by the various BFGs picked up later, there's really no point in switching to that dinky pistol, especially when there are rockets and high-power assault rifles practically falling out of trees. One way to avoid this is if earlier areas can/must be revisited, having better equipment present in the shops initially, but just way out of the character's price range when they first shop there, although this can lead to a Game-Breaker if the player grinds to get the equipment early, unless this is prevented by a mechanism such as level or skill requirements. Another way of having the same effect is for the shops to get new stock at some point in the game, but having them only carry basic items when first visited.

This is especially annoying in games which encourage players to invest resources in upgrading or customizing weapons, as they will no doubt discover the BFG 9000 just after they've used a bunch of rare pickups to increase the power of their trusty old BFG 8000, often without any sort of compensation for making the switch so late. Size is also an issue; if you start with a normal size sword or gun, you'll end it with a BFS or BFG, which will inevitably still be an Infinity -1 Sword, unless you grind to get that Metal Slime to drop the Infinity +1 Sword.

The Sorting Algorithm of Weapon Effectiveness, when put into practice, is best illustrated with a crash course in Elemental Crafting. It goes hand in hand with Adam Smith Hates Your Guts: Things like inn stays, healers, and other services tend to rise in price at a similar rate to the new and better weapons. It can be undermined by a Disc-One Nuke. A Taste of Power is a minor inversion that is quickly taken away. Teaser Equipment is a more direct inversion, but you probably won't be able to afford those wares. A Limited Loadout can be employed to force the player to carefully choose which guns they take with them. See also With This Herring.

Examples:

    open/close all folders 

    Action Adventure 

    First Person Shooter 

    Hack And Slash 

    MMORPG

    Platform Game 

    Real Time Strategy 

    Role Playing Game 

    Simulation Game 

    Survival Horror 

    Third Person Shooter 

    Turn Based Tactics 

    Wide Open Sandbox 

Non-video game examples:

    Comic Books 

     Fan Works 

    Film 

    Literature 

    Tabletop Games 

    Real Life 

Exceptions

    Action Adventure 

    Beat Em Up 

    First Person Shooter 

    MMORPG

    Platform Game 

    Real Time Strategy 

    Roguelike 

    Role Playing Game 

    Simulation Game 

    Stealth Based Game 

    Survival Horror 

    Third Person Shooter 

    Turn Based Strategy 

    Wide Open Sandbox 

    Tabletop Games 


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