Game Design Snacks Wikia
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Shooting games are a popular kind of games nowadays. The pace and mechanics of those also rely on how do they deal with the ammo system. Do they need to reload or is it infinite shooting? Do they have a cool down between shots? Do they have to find new cartridges or it is only time-based reloading? There are so many choices involved that could change completely the player experience. If the game has a poor ammo system, the experience is going to be affected, and even the immersion. Probably the best way to deal with it is first deciding the pace of the game and play testing the available options to achieve the desired results. 

EXAMPLE 01 (author's): Mass Effect 2

ME2 was one of the games that had the hardest feedback about the ammo system changes I heard of (check the video bellow: less than 1 minute but pretty much the summary of players nonacceptance about the changes on top of the ammo system). Having thermal clips instead of limited (or unlimited) ammo upset a lot of players, it broke immersion and the mechanics didn't feel right. On option is that thermal clips mechanic actually was bad, but another option is the fact that ME already had an audience to care for and this audience felt the game feeling changed drastically, driving the game to a bad review. Either way, it shows the importance of how the ammo system can impact the game,and therefore the players.

Mass_Effect_3-_Thermal_clips_vs_overheating_argument_with_Conrad_Verner

Mass Effect 3- Thermal clips vs overheating argument with Conrad Verner

Example 2: Resident Evil 5[]

In final stage of the Resident Evil 5 the player required to have certain amount of bullets and if he didn't reach the stage with the proper amount, he couldn't defeat the boss. Even after restarting form the last saved checkpoint player will get the same or less amount of bullets in the final stage to defeat the boss. The only break in this loop - is to play the game from the first mission and saving the bullets to defeat the boss. It signifies the poor management of the bullet by designers and failure in portraying the message to the player from the start to manage their ammunition.

Resident Evil 5 (PC) 47
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