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I do also think that consoles and weapon wheels are part of the reason. More realistic shooters or horror-themed shooters usually go for more limited weapons. Yeah, in general nowadays the "keep every gun you find, you're only limited by ammo" style of FPS tends to be done mostly in arcade-y shooters.

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It works well for shooters that rely heavily on horror elements (Halo, when you’re fighting the Flood) or shooters in a more grounded setting (Call of Duty 2), but the pockets of holding FPS design style is fun its own right. In any case, yeah, that's at least part of the reason the Half-Life-style weapon system didn't really catch on. For some reason I thought it started with Halo 2. The two weapon limit thing started with the first Halo game a few years before, but it was the one-two punch of Halo 2 and Call of Duty 2 that cemented it in shooters.Īh, I forgot that Halo 1 also had that system.

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I don't think there's a good excuse to not also include number hotkeys for weapons in most cases, but I think weapon wheels aren't a bad mechanic on PC even if they were originally created for controllers. I think even with keyboard and mouse they work quite well. I wouldn't call weapon wheels dumbed down.

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I hate dumbed down features being imported from consoles. The worst is when then isn't even any keys for guns and it's that stupid weapon wheel. I'm not sure why it didn't catch on after the first Half-Life, but at least in the case of Half-Life 2 it came out around the same time as Halo 2 with its "only carry a few weapons around at a time and keep swapping weapons around system" that I remember becoming very popular for most shooters afterwards while shooters where you kind of had a big collection of guns that you'd keep and switch between throughout the game went out of style. It was great and I never understood why it was never used again in other games The Half-Life weapon selection is exactly what I was thinking when he said that.

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