Why do games have consumables?How to prevent the “Too awesome to use” syndromeWhy has it become commonplace for NPCs to have one weapon per class instead of variants?Do any games have this type of mechanic?Why do PC versions of games have different memory-related cheats than console versions?Dual Currency vs. One Currency in social games economics and monetizationWhy do modern games not feature extra lives?Why do FPS games often automatically reload?Why have the player pick up loot manually?Why do most racing games have tracks that are closed loops?Why do games have hats?Why do some games persistently have mostly one viable strategy, while others can have many?

Why does sound not move through a wall?

Adjacent DEM color matching in QGIS

Why are UK Bank Holidays on Mondays?

Can my company stop me from working overtime?

Are there any of the Children of the Forest left, or are they extinct?

Will 700 more planes a day fly because of the Heathrow expansion?

I'm in your subnets, golfing your code

Is there an idiom that support the idea that "inflation is bad"?

Where can I go to avoid planes overhead?

In Stroustrup's example, what does this colon mean in `return 1 : 2`? It's not a label or ternary operator

Would glacier 'trees' be plausible?

How to adjust tikz picture so it fits to current size of a table cell?

Why wasn't the Night King naked in S08E03?

How can I get people to remember my character's gender?

Where in Bitcoin Core does it do X?

What are the differences between credential stuffing and password spraying?

60s/70s science fiction novel where a man (after years of trying) finally succeeds to make a coin levitate by sheer concentration

Adding command shortcuts to bin

How should I tell my manager I'm not paying for an optional after work event I'm not going to?

How can I get a job without pushing my family's income into a higher tax bracket?

Does it make sense for a function to return an rvalue reference?

My advisor talks about me to his colleague

Can a Tiefling have more than two horns?

Point of the Dothraki's attack in GoT S8E3?



Why do games have consumables?


How to prevent the “Too awesome to use” syndromeWhy has it become commonplace for NPCs to have one weapon per class instead of variants?Do any games have this type of mechanic?Why do PC versions of games have different memory-related cheats than console versions?Dual Currency vs. One Currency in social games economics and monetizationWhy do modern games not feature extra lives?Why do FPS games often automatically reload?Why have the player pick up loot manually?Why do most racing games have tracks that are closed loops?Why do games have hats?Why do some games persistently have mostly one viable strategy, while others can have many?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








29












$begingroup$


Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?



Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?



I’m looking for concrete answers for what it is that consumables add to gameplay, whether it be about those that one can buy with real money, or those that you just get by playing the game, or whether they are available in limited or unlimited quantities.










share|improve this question











$endgroup$







  • 4




    $begingroup$
    To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
    $endgroup$
    – Alexandre Vaillancourt
    Apr 25 at 3:06






  • 2




    $begingroup$
    You might be interested in Consumable Items (and why I barely use them).
    $endgroup$
    – Theraot
    Apr 25 at 12:51










  • $begingroup$
    @Theraot linked the thing I was about to. I feel like Extra Credits had an episode in consumables too, but I can't find it.
    $endgroup$
    – Draco18s
    Apr 25 at 23:05

















29












$begingroup$


Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?



Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?



I’m looking for concrete answers for what it is that consumables add to gameplay, whether it be about those that one can buy with real money, or those that you just get by playing the game, or whether they are available in limited or unlimited quantities.










share|improve this question











$endgroup$







  • 4




    $begingroup$
    To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
    $endgroup$
    – Alexandre Vaillancourt
    Apr 25 at 3:06






  • 2




    $begingroup$
    You might be interested in Consumable Items (and why I barely use them).
    $endgroup$
    – Theraot
    Apr 25 at 12:51










  • $begingroup$
    @Theraot linked the thing I was about to. I feel like Extra Credits had an episode in consumables too, but I can't find it.
    $endgroup$
    – Draco18s
    Apr 25 at 23:05













29












29








29


4



$begingroup$


Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?



Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?



I’m looking for concrete answers for what it is that consumables add to gameplay, whether it be about those that one can buy with real money, or those that you just get by playing the game, or whether they are available in limited or unlimited quantities.










share|improve this question











$endgroup$




Thinking along the lines of this question, and the too awesome to use trope in general. Why do game designers want to include consumable items in their games?



Mortal Kombat 11 got me thinking... Why include consumables that give you an edge in battle at all?



I’m looking for concrete answers for what it is that consumables add to gameplay, whether it be about those that one can buy with real money, or those that you just get by playing the game, or whether they are available in limited or unlimited quantities.







game-design game-mechanics






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Apr 27 at 3:42









Alexandre Vaillancourt

12.9k114149




12.9k114149










asked Apr 24 at 22:16









Bruno ElyBruno Ely

249135




249135







  • 4




    $begingroup$
    To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
    $endgroup$
    – Alexandre Vaillancourt
    Apr 25 at 3:06






  • 2




    $begingroup$
    You might be interested in Consumable Items (and why I barely use them).
    $endgroup$
    – Theraot
    Apr 25 at 12:51










  • $begingroup$
    @Theraot linked the thing I was about to. I feel like Extra Credits had an episode in consumables too, but I can't find it.
    $endgroup$
    – Draco18s
    Apr 25 at 23:05












  • 4




    $begingroup$
    To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
    $endgroup$
    – Alexandre Vaillancourt
    Apr 25 at 3:06






  • 2




    $begingroup$
    You might be interested in Consumable Items (and why I barely use them).
    $endgroup$
    – Theraot
    Apr 25 at 12:51










  • $begingroup$
    @Theraot linked the thing I was about to. I feel like Extra Credits had an episode in consumables too, but I can't find it.
    $endgroup$
    – Draco18s
    Apr 25 at 23:05







4




4




$begingroup$
To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
$endgroup$
– Alexandre Vaillancourt
Apr 25 at 3:06




$begingroup$
To answer the question, please use the Answer box below, comments are to ask further details or to improve the question.
$endgroup$
– Alexandre Vaillancourt
Apr 25 at 3:06




2




2




$begingroup$
You might be interested in Consumable Items (and why I barely use them).
$endgroup$
– Theraot
Apr 25 at 12:51




$begingroup$
You might be interested in Consumable Items (and why I barely use them).
$endgroup$
– Theraot
Apr 25 at 12:51












$begingroup$
@Theraot linked the thing I was about to. I feel like Extra Credits had an episode in consumables too, but I can't find it.
$endgroup$
– Draco18s
Apr 25 at 23:05




$begingroup$
@Theraot linked the thing I was about to. I feel like Extra Credits had an episode in consumables too, but I can't find it.
$endgroup$
– Draco18s
Apr 25 at 23:05










8 Answers
8






active

oldest

votes


















39












$begingroup$

Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).



For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.






share|improve this answer











$endgroup$








  • 7




    $begingroup$
    And from a cash flow perspective, the operator of the game gets a constant flow of income rather than spikes as people buy the game as a one-off purchase. Or in-game, there is a constant small drain on the in-game currency supply of the players to offset the constant income from selling loot, another way for the developers to tweak the in-game economy (through e.g. adjusting the price of health potions).
    $endgroup$
    – jwenting
    Apr 25 at 7:08






  • 4




    $begingroup$
    Even for games without real-money transactions, consumables can serve a similar purpose as gold-sinks for the in game economy. Admittedly, none of the above apply particularly well to Mortal Kombat style gameplay.
    $endgroup$
    – Adam Luchjenbroers
    Apr 26 at 6:53



















26












$begingroup$

Consumables can be a way for your player to pass difficulty spikes in your game.



Common game design wisdom is to create a gradually increasing difficulty curve. But when your game is complex and its pacing more driven by narrative than gameplay concerns, then this is easier said than done. So you will often end up with situations which are suddenly far above the difficulty curve.



Imagine your player facing such a challenge at one point of your game and they can not overcome it. They are simply not skilled enough and they don't have the patience to train. This could be the point where the player abandons your game in frustration. Or it could be the point where the player looks through their inventory, consumes every consumable they have which gives them an advantage, passes the challenge and continues with the game.



So consumables are one design element which adds dynamic difficulty to your game. When the player is not challenged enough, they will feel inclined to hoard consumables and in turn make the game more difficult for themselves. When the player feels overwhelmed, they will use their consumables to bring the difficulty down.



It is one of the few ways to create dynamic difficulty which is both under the control of the player (unlike automatically making enemies weaker when the player loses) and plausible within the fiction of the game (unlike a difficulty setting in the game options).






share|improve this answer











$endgroup$








  • 6




    $begingroup$
    In the very same vein, a consumable might substitute an ability the player might not have in order to pass a section. For example, if the player is currently out of healing potions then a scroll of "Heal" can work to pass a difficult section. Another way this can manifest is if the player simply doesn't have some ability. A section designed to be passed via fire magic will be impossible for a fighter, but a scroll of "Fireball" can be a substitution.
    $endgroup$
    – VLAZ
    Apr 25 at 8:38






  • 3




    $begingroup$
    As an addendum to this, it can also help compensate for emergent difficulty spikes due to unlucky RNG. This is especially relevant for long-form traditional Roguelikes (like Dungeon Crawl Stone Soup), where you are pretty much guaranteed to have bad luck at some point and therefore need a way to mitigate the consequences.
    $endgroup$
    – Dan Bryant
    Apr 26 at 0:19


















19












$begingroup$

In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".



Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.






share|improve this answer









$endgroup$








  • 14




    $begingroup$
    I agree with everything except the idea of Healer being a boring task. Generally speaking, multiplayer games with healer options make healing just as interesting and deep as the other roles: a variety of healing options to choose from, a limited resource for healing, ways to make it so you need to heal less, ways to enhance the performance of the other players,... It might not be a role everyone enjoys, but it's definitely generally not a boring task. of course, this depends on the game, but why would you intentionally make something boring in your game?
    $endgroup$
    – Nzall
    Apr 25 at 11:18






  • 1




    $begingroup$
    @Nzall To incentivize people paying money for potions. Have you not been paying attention to all the recent mobile games?
    $endgroup$
    – Winterborne
    Apr 25 at 15:56










  • $begingroup$
    Nzall, yes of course if you design an entire microsphere around the healer role, it can be an interesting task. And yes it depends on your personality. Me, I've seen a world of warcraft encounter where one guy was blocking a monster, a second was shooting the monster, and a third was just continuously healing the blocker. It totally took the evil guy out of the game. It depends on you: If you like this, then why not introducing a healer. I decided for me personally that I don't want a healer in any of my games after seeing this.
    $endgroup$
    – Anderas
    Apr 26 at 13:06


















14












$begingroup$

In some genres (specially MMORPGs), consumables are used as Money Sinks. They prevent inflation and prevent money to become useless once you have acquired everything buyable that's not consumable.






share|improve this answer









$endgroup$








  • 2




    $begingroup$
    Runescape got a point where their new high-tier weapons degrade and consume specific old low-tier weapons for repair. Puts a demand in for the old content.
    $endgroup$
    – Alexander
    Apr 25 at 21:07






  • 2




    $begingroup$
    Some games--like Zelda Breath of the Wild or Dead Island--all items are consumable. Weapons and armor get damaged and eventually break, requiring the player to carry two or three backups.
    $endgroup$
    – Draco18s
    Apr 25 at 23:09










  • $begingroup$
    @Alexander I've seen that with crafting mechanics
    $endgroup$
    – Bernat
    Apr 26 at 7:43










  • $begingroup$
    @Draco18s I think Ultima Online had the same system. Item durability plays the same role
    $endgroup$
    – Bernat
    Apr 26 at 7:43


















4












$begingroup$

Consumables can be used as a push-your-luck or risk-reward mechanic. Does the player want to use them now? Or is it better to wait until later? in Foxwarrior example the player gets the consumables at a certain rate and don't want to use them any faster, because if they run out, the player could find themselves in a dire situation. That is a risk to be managed.



For another example, we could design the game with stretches where there is no access to some kinds of consumables, usually accompanied with closing the door behind the player. This will lead to three main behaviors:



  • The player would have to manage what they got carefully (do not use much more than needed).

  • If the player runs out or is running out of the consumable then the player will advance more slowly. This means the player will pay more attention to their situation and ways to get around without the consumable. This gets the player to try alternatives ways to progress and also increases the duration of the game.

  • On failure and retry, the player will probably look for ways to stock on large amounts of the consumable. The design could also leverage that to get the players to explore.


Even though it is not what we usually think as a consumable, consider a shooter where the player can run out of bullet (not unheard of). Aside from the behaviors above (preserving bullets, aiming better - or perhap trick shots -, and looking for bullets), it will force the player to try other weapons. That helps ensure that all weapons have a chance to see play. Furthermore, in competitive game-play, trying to make the other player run out of ammo sometimes is a viable strategy.






share|improve this answer











$endgroup$








  • 1




    $begingroup$
    This doesn't apply to all consumables, but certainly does apply to some. Things like health potions are so common that running out is never really a risk.
    $endgroup$
    – Draco18s
    Apr 25 at 23:06


















3












$begingroup$

Consumables add resource management to a game. They allow/require a player to manage limited resources, gather, collect and consume them and plan strategically when and how much to focus on it.



The incentive for the player has been detailed in other answers ("ace up the sleeve", mastering spikes, etc.)



The incentive for the game developer is to add this aspect of resource management and thus more depth to a game and it allows the developer to be a bit more lazy. Instead of ensuring that an encounter can always be mastered by the player, adding some consumables to allow the player to overcome even (slightly) overpowered encounters or solve puzzles that require specific values or abilities (that you can alternatively provide through consumables).






share|improve this answer









$endgroup$








  • 1




    $begingroup$
    For contrast, games that don't have this sort of mechanic are carefully tuned to place what you need (and little or nothing extra) along your path at strategic points. By allowing players to conserve resources if they feel they can get by without, they defer that strategic thought into the gameplay itself and incidentally make level-design substantially easier.
    $endgroup$
    – Ruadhan2300
    Apr 26 at 14:16


















2












$begingroup$

It's called having An Ace Up Your Sleeve. Knowing it's there releases endorphins. Using it probably inhibits your serotonin re-uptake.






share|improve this answer











$endgroup$




















    -2












    $begingroup$

    In role playing games, consumables can deter grinding by forcing the player to venture further on their search for food.






    share|improve this answer









    $endgroup$













      Your Answer






      StackExchange.ifUsing("editor", function ()
      StackExchange.using("externalEditor", function ()
      StackExchange.using("snippets", function ()
      StackExchange.snippets.init();
      );
      );
      , "code-snippets");

      StackExchange.ready(function()
      var channelOptions =
      tags: "".split(" "),
      id: "53"
      ;
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function()
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled)
      StackExchange.using("snippets", function()
      createEditor();
      );

      else
      createEditor();

      );

      function createEditor()
      StackExchange.prepareEditor(
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: false,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: null,
      bindNavPrevention: true,
      postfix: "",
      imageUploader:
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      ,
      onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      );



      );













      draft saved

      draft discarded


















      StackExchange.ready(
      function ()
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f171316%2fwhy-do-games-have-consumables%23new-answer', 'question_page');

      );

      Post as a guest















      Required, but never shown

























      8 Answers
      8






      active

      oldest

      votes








      8 Answers
      8






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      39












      $begingroup$

      Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).



      For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.






      share|improve this answer











      $endgroup$








      • 7




        $begingroup$
        And from a cash flow perspective, the operator of the game gets a constant flow of income rather than spikes as people buy the game as a one-off purchase. Or in-game, there is a constant small drain on the in-game currency supply of the players to offset the constant income from selling loot, another way for the developers to tweak the in-game economy (through e.g. adjusting the price of health potions).
        $endgroup$
        – jwenting
        Apr 25 at 7:08






      • 4




        $begingroup$
        Even for games without real-money transactions, consumables can serve a similar purpose as gold-sinks for the in game economy. Admittedly, none of the above apply particularly well to Mortal Kombat style gameplay.
        $endgroup$
        – Adam Luchjenbroers
        Apr 26 at 6:53
















      39












      $begingroup$

      Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).



      For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.






      share|improve this answer











      $endgroup$








      • 7




        $begingroup$
        And from a cash flow perspective, the operator of the game gets a constant flow of income rather than spikes as people buy the game as a one-off purchase. Or in-game, there is a constant small drain on the in-game currency supply of the players to offset the constant income from selling loot, another way for the developers to tweak the in-game economy (through e.g. adjusting the price of health potions).
        $endgroup$
        – jwenting
        Apr 25 at 7:08






      • 4




        $begingroup$
        Even for games without real-money transactions, consumables can serve a similar purpose as gold-sinks for the in game economy. Admittedly, none of the above apply particularly well to Mortal Kombat style gameplay.
        $endgroup$
        – Adam Luchjenbroers
        Apr 26 at 6:53














      39












      39








      39





      $begingroup$

      Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).



      For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.






      share|improve this answer











      $endgroup$



      Well, in a roguelike or something, where eventually if you don't use your consumables they expire (because you die, or win), then consumables provide another layer of medium- to long-term strategic planning for the players to think about. Instead of just making sure you use your renewable resources effectively in each encounter, you now can also consider spending consumables per encounter at a sustainable rate, but not too few that you die (and lose all your items).



      For some games, consumables are a way to keep players engaged (monetarily-speaking) by letting players buy the same bonus over and over again. Instead of having to keep adding power creep upgrades for your most paying customers to buy (and thus making it so the non-paying players don't even think they have a chance because they're so far behind), you can sell them the same item repeatedly, every time the previous copy they purchased expires.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited Apr 25 at 3:25

























      answered Apr 25 at 2:37









      FoxwarriorFoxwarrior

      40117




      40117







      • 7




        $begingroup$
        And from a cash flow perspective, the operator of the game gets a constant flow of income rather than spikes as people buy the game as a one-off purchase. Or in-game, there is a constant small drain on the in-game currency supply of the players to offset the constant income from selling loot, another way for the developers to tweak the in-game economy (through e.g. adjusting the price of health potions).
        $endgroup$
        – jwenting
        Apr 25 at 7:08






      • 4




        $begingroup$
        Even for games without real-money transactions, consumables can serve a similar purpose as gold-sinks for the in game economy. Admittedly, none of the above apply particularly well to Mortal Kombat style gameplay.
        $endgroup$
        – Adam Luchjenbroers
        Apr 26 at 6:53













      • 7




        $begingroup$
        And from a cash flow perspective, the operator of the game gets a constant flow of income rather than spikes as people buy the game as a one-off purchase. Or in-game, there is a constant small drain on the in-game currency supply of the players to offset the constant income from selling loot, another way for the developers to tweak the in-game economy (through e.g. adjusting the price of health potions).
        $endgroup$
        – jwenting
        Apr 25 at 7:08






      • 4




        $begingroup$
        Even for games without real-money transactions, consumables can serve a similar purpose as gold-sinks for the in game economy. Admittedly, none of the above apply particularly well to Mortal Kombat style gameplay.
        $endgroup$
        – Adam Luchjenbroers
        Apr 26 at 6:53








      7




      7




      $begingroup$
      And from a cash flow perspective, the operator of the game gets a constant flow of income rather than spikes as people buy the game as a one-off purchase. Or in-game, there is a constant small drain on the in-game currency supply of the players to offset the constant income from selling loot, another way for the developers to tweak the in-game economy (through e.g. adjusting the price of health potions).
      $endgroup$
      – jwenting
      Apr 25 at 7:08




      $begingroup$
      And from a cash flow perspective, the operator of the game gets a constant flow of income rather than spikes as people buy the game as a one-off purchase. Or in-game, there is a constant small drain on the in-game currency supply of the players to offset the constant income from selling loot, another way for the developers to tweak the in-game economy (through e.g. adjusting the price of health potions).
      $endgroup$
      – jwenting
      Apr 25 at 7:08




      4




      4




      $begingroup$
      Even for games without real-money transactions, consumables can serve a similar purpose as gold-sinks for the in game economy. Admittedly, none of the above apply particularly well to Mortal Kombat style gameplay.
      $endgroup$
      – Adam Luchjenbroers
      Apr 26 at 6:53





      $begingroup$
      Even for games without real-money transactions, consumables can serve a similar purpose as gold-sinks for the in game economy. Admittedly, none of the above apply particularly well to Mortal Kombat style gameplay.
      $endgroup$
      – Adam Luchjenbroers
      Apr 26 at 6:53














      26












      $begingroup$

      Consumables can be a way for your player to pass difficulty spikes in your game.



      Common game design wisdom is to create a gradually increasing difficulty curve. But when your game is complex and its pacing more driven by narrative than gameplay concerns, then this is easier said than done. So you will often end up with situations which are suddenly far above the difficulty curve.



      Imagine your player facing such a challenge at one point of your game and they can not overcome it. They are simply not skilled enough and they don't have the patience to train. This could be the point where the player abandons your game in frustration. Or it could be the point where the player looks through their inventory, consumes every consumable they have which gives them an advantage, passes the challenge and continues with the game.



      So consumables are one design element which adds dynamic difficulty to your game. When the player is not challenged enough, they will feel inclined to hoard consumables and in turn make the game more difficult for themselves. When the player feels overwhelmed, they will use their consumables to bring the difficulty down.



      It is one of the few ways to create dynamic difficulty which is both under the control of the player (unlike automatically making enemies weaker when the player loses) and plausible within the fiction of the game (unlike a difficulty setting in the game options).






      share|improve this answer











      $endgroup$








      • 6




        $begingroup$
        In the very same vein, a consumable might substitute an ability the player might not have in order to pass a section. For example, if the player is currently out of healing potions then a scroll of "Heal" can work to pass a difficult section. Another way this can manifest is if the player simply doesn't have some ability. A section designed to be passed via fire magic will be impossible for a fighter, but a scroll of "Fireball" can be a substitution.
        $endgroup$
        – VLAZ
        Apr 25 at 8:38






      • 3




        $begingroup$
        As an addendum to this, it can also help compensate for emergent difficulty spikes due to unlucky RNG. This is especially relevant for long-form traditional Roguelikes (like Dungeon Crawl Stone Soup), where you are pretty much guaranteed to have bad luck at some point and therefore need a way to mitigate the consequences.
        $endgroup$
        – Dan Bryant
        Apr 26 at 0:19















      26












      $begingroup$

      Consumables can be a way for your player to pass difficulty spikes in your game.



      Common game design wisdom is to create a gradually increasing difficulty curve. But when your game is complex and its pacing more driven by narrative than gameplay concerns, then this is easier said than done. So you will often end up with situations which are suddenly far above the difficulty curve.



      Imagine your player facing such a challenge at one point of your game and they can not overcome it. They are simply not skilled enough and they don't have the patience to train. This could be the point where the player abandons your game in frustration. Or it could be the point where the player looks through their inventory, consumes every consumable they have which gives them an advantage, passes the challenge and continues with the game.



      So consumables are one design element which adds dynamic difficulty to your game. When the player is not challenged enough, they will feel inclined to hoard consumables and in turn make the game more difficult for themselves. When the player feels overwhelmed, they will use their consumables to bring the difficulty down.



      It is one of the few ways to create dynamic difficulty which is both under the control of the player (unlike automatically making enemies weaker when the player loses) and plausible within the fiction of the game (unlike a difficulty setting in the game options).






      share|improve this answer











      $endgroup$








      • 6




        $begingroup$
        In the very same vein, a consumable might substitute an ability the player might not have in order to pass a section. For example, if the player is currently out of healing potions then a scroll of "Heal" can work to pass a difficult section. Another way this can manifest is if the player simply doesn't have some ability. A section designed to be passed via fire magic will be impossible for a fighter, but a scroll of "Fireball" can be a substitution.
        $endgroup$
        – VLAZ
        Apr 25 at 8:38






      • 3




        $begingroup$
        As an addendum to this, it can also help compensate for emergent difficulty spikes due to unlucky RNG. This is especially relevant for long-form traditional Roguelikes (like Dungeon Crawl Stone Soup), where you are pretty much guaranteed to have bad luck at some point and therefore need a way to mitigate the consequences.
        $endgroup$
        – Dan Bryant
        Apr 26 at 0:19













      26












      26








      26





      $begingroup$

      Consumables can be a way for your player to pass difficulty spikes in your game.



      Common game design wisdom is to create a gradually increasing difficulty curve. But when your game is complex and its pacing more driven by narrative than gameplay concerns, then this is easier said than done. So you will often end up with situations which are suddenly far above the difficulty curve.



      Imagine your player facing such a challenge at one point of your game and they can not overcome it. They are simply not skilled enough and they don't have the patience to train. This could be the point where the player abandons your game in frustration. Or it could be the point where the player looks through their inventory, consumes every consumable they have which gives them an advantage, passes the challenge and continues with the game.



      So consumables are one design element which adds dynamic difficulty to your game. When the player is not challenged enough, they will feel inclined to hoard consumables and in turn make the game more difficult for themselves. When the player feels overwhelmed, they will use their consumables to bring the difficulty down.



      It is one of the few ways to create dynamic difficulty which is both under the control of the player (unlike automatically making enemies weaker when the player loses) and plausible within the fiction of the game (unlike a difficulty setting in the game options).






      share|improve this answer











      $endgroup$



      Consumables can be a way for your player to pass difficulty spikes in your game.



      Common game design wisdom is to create a gradually increasing difficulty curve. But when your game is complex and its pacing more driven by narrative than gameplay concerns, then this is easier said than done. So you will often end up with situations which are suddenly far above the difficulty curve.



      Imagine your player facing such a challenge at one point of your game and they can not overcome it. They are simply not skilled enough and they don't have the patience to train. This could be the point where the player abandons your game in frustration. Or it could be the point where the player looks through their inventory, consumes every consumable they have which gives them an advantage, passes the challenge and continues with the game.



      So consumables are one design element which adds dynamic difficulty to your game. When the player is not challenged enough, they will feel inclined to hoard consumables and in turn make the game more difficult for themselves. When the player feels overwhelmed, they will use their consumables to bring the difficulty down.



      It is one of the few ways to create dynamic difficulty which is both under the control of the player (unlike automatically making enemies weaker when the player loses) and plausible within the fiction of the game (unlike a difficulty setting in the game options).







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited Apr 25 at 8:42

























      answered Apr 25 at 8:11









      PhilippPhilipp

      82.5k20194248




      82.5k20194248







      • 6




        $begingroup$
        In the very same vein, a consumable might substitute an ability the player might not have in order to pass a section. For example, if the player is currently out of healing potions then a scroll of "Heal" can work to pass a difficult section. Another way this can manifest is if the player simply doesn't have some ability. A section designed to be passed via fire magic will be impossible for a fighter, but a scroll of "Fireball" can be a substitution.
        $endgroup$
        – VLAZ
        Apr 25 at 8:38






      • 3




        $begingroup$
        As an addendum to this, it can also help compensate for emergent difficulty spikes due to unlucky RNG. This is especially relevant for long-form traditional Roguelikes (like Dungeon Crawl Stone Soup), where you are pretty much guaranteed to have bad luck at some point and therefore need a way to mitigate the consequences.
        $endgroup$
        – Dan Bryant
        Apr 26 at 0:19












      • 6




        $begingroup$
        In the very same vein, a consumable might substitute an ability the player might not have in order to pass a section. For example, if the player is currently out of healing potions then a scroll of "Heal" can work to pass a difficult section. Another way this can manifest is if the player simply doesn't have some ability. A section designed to be passed via fire magic will be impossible for a fighter, but a scroll of "Fireball" can be a substitution.
        $endgroup$
        – VLAZ
        Apr 25 at 8:38






      • 3




        $begingroup$
        As an addendum to this, it can also help compensate for emergent difficulty spikes due to unlucky RNG. This is especially relevant for long-form traditional Roguelikes (like Dungeon Crawl Stone Soup), where you are pretty much guaranteed to have bad luck at some point and therefore need a way to mitigate the consequences.
        $endgroup$
        – Dan Bryant
        Apr 26 at 0:19







      6




      6




      $begingroup$
      In the very same vein, a consumable might substitute an ability the player might not have in order to pass a section. For example, if the player is currently out of healing potions then a scroll of "Heal" can work to pass a difficult section. Another way this can manifest is if the player simply doesn't have some ability. A section designed to be passed via fire magic will be impossible for a fighter, but a scroll of "Fireball" can be a substitution.
      $endgroup$
      – VLAZ
      Apr 25 at 8:38




      $begingroup$
      In the very same vein, a consumable might substitute an ability the player might not have in order to pass a section. For example, if the player is currently out of healing potions then a scroll of "Heal" can work to pass a difficult section. Another way this can manifest is if the player simply doesn't have some ability. A section designed to be passed via fire magic will be impossible for a fighter, but a scroll of "Fireball" can be a substitution.
      $endgroup$
      – VLAZ
      Apr 25 at 8:38




      3




      3




      $begingroup$
      As an addendum to this, it can also help compensate for emergent difficulty spikes due to unlucky RNG. This is especially relevant for long-form traditional Roguelikes (like Dungeon Crawl Stone Soup), where you are pretty much guaranteed to have bad luck at some point and therefore need a way to mitigate the consequences.
      $endgroup$
      – Dan Bryant
      Apr 26 at 0:19




      $begingroup$
      As an addendum to this, it can also help compensate for emergent difficulty spikes due to unlucky RNG. This is especially relevant for long-form traditional Roguelikes (like Dungeon Crawl Stone Soup), where you are pretty much guaranteed to have bad luck at some point and therefore need a way to mitigate the consequences.
      $endgroup$
      – Dan Bryant
      Apr 26 at 0:19











      19












      $begingroup$

      In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
      The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".



      Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.






      share|improve this answer









      $endgroup$








      • 14




        $begingroup$
        I agree with everything except the idea of Healer being a boring task. Generally speaking, multiplayer games with healer options make healing just as interesting and deep as the other roles: a variety of healing options to choose from, a limited resource for healing, ways to make it so you need to heal less, ways to enhance the performance of the other players,... It might not be a role everyone enjoys, but it's definitely generally not a boring task. of course, this depends on the game, but why would you intentionally make something boring in your game?
        $endgroup$
        – Nzall
        Apr 25 at 11:18






      • 1




        $begingroup$
        @Nzall To incentivize people paying money for potions. Have you not been paying attention to all the recent mobile games?
        $endgroup$
        – Winterborne
        Apr 25 at 15:56










      • $begingroup$
        Nzall, yes of course if you design an entire microsphere around the healer role, it can be an interesting task. And yes it depends on your personality. Me, I've seen a world of warcraft encounter where one guy was blocking a monster, a second was shooting the monster, and a third was just continuously healing the blocker. It totally took the evil guy out of the game. It depends on you: If you like this, then why not introducing a healer. I decided for me personally that I don't want a healer in any of my games after seeing this.
        $endgroup$
        – Anderas
        Apr 26 at 13:06















      19












      $begingroup$

      In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
      The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".



      Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.






      share|improve this answer









      $endgroup$








      • 14




        $begingroup$
        I agree with everything except the idea of Healer being a boring task. Generally speaking, multiplayer games with healer options make healing just as interesting and deep as the other roles: a variety of healing options to choose from, a limited resource for healing, ways to make it so you need to heal less, ways to enhance the performance of the other players,... It might not be a role everyone enjoys, but it's definitely generally not a boring task. of course, this depends on the game, but why would you intentionally make something boring in your game?
        $endgroup$
        – Nzall
        Apr 25 at 11:18






      • 1




        $begingroup$
        @Nzall To incentivize people paying money for potions. Have you not been paying attention to all the recent mobile games?
        $endgroup$
        – Winterborne
        Apr 25 at 15:56










      • $begingroup$
        Nzall, yes of course if you design an entire microsphere around the healer role, it can be an interesting task. And yes it depends on your personality. Me, I've seen a world of warcraft encounter where one guy was blocking a monster, a second was shooting the monster, and a third was just continuously healing the blocker. It totally took the evil guy out of the game. It depends on you: If you like this, then why not introducing a healer. I decided for me personally that I don't want a healer in any of my games after seeing this.
        $endgroup$
        – Anderas
        Apr 26 at 13:06













      19












      19








      19





      $begingroup$

      In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
      The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".



      Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.






      share|improve this answer









      $endgroup$



      In addition to what Foxwarrior said, consumables are a perfect way to include effects that would break your game if they were available all the time. Imagine you make a game level that is exactly balanced with your player abilities, and then some player gains an unlimited healing capability.
      The balance is right out the window, the level will be too easy, you will have to introduce much harder levels afterwards to account for that healing capability. Worse, in a group of players one will be assigned the boring task of a "Healer".



      Give the player a single potion of healing he can consume - the balance stays where it is. It's just a nice one time bonus for emergencies.







      share|improve this answer












      share|improve this answer



      share|improve this answer










      answered Apr 25 at 5:36









      AnderasAnderas

      1913




      1913







      • 14




        $begingroup$
        I agree with everything except the idea of Healer being a boring task. Generally speaking, multiplayer games with healer options make healing just as interesting and deep as the other roles: a variety of healing options to choose from, a limited resource for healing, ways to make it so you need to heal less, ways to enhance the performance of the other players,... It might not be a role everyone enjoys, but it's definitely generally not a boring task. of course, this depends on the game, but why would you intentionally make something boring in your game?
        $endgroup$
        – Nzall
        Apr 25 at 11:18






      • 1




        $begingroup$
        @Nzall To incentivize people paying money for potions. Have you not been paying attention to all the recent mobile games?
        $endgroup$
        – Winterborne
        Apr 25 at 15:56










      • $begingroup$
        Nzall, yes of course if you design an entire microsphere around the healer role, it can be an interesting task. And yes it depends on your personality. Me, I've seen a world of warcraft encounter where one guy was blocking a monster, a second was shooting the monster, and a third was just continuously healing the blocker. It totally took the evil guy out of the game. It depends on you: If you like this, then why not introducing a healer. I decided for me personally that I don't want a healer in any of my games after seeing this.
        $endgroup$
        – Anderas
        Apr 26 at 13:06












      • 14




        $begingroup$
        I agree with everything except the idea of Healer being a boring task. Generally speaking, multiplayer games with healer options make healing just as interesting and deep as the other roles: a variety of healing options to choose from, a limited resource for healing, ways to make it so you need to heal less, ways to enhance the performance of the other players,... It might not be a role everyone enjoys, but it's definitely generally not a boring task. of course, this depends on the game, but why would you intentionally make something boring in your game?
        $endgroup$
        – Nzall
        Apr 25 at 11:18






      • 1




        $begingroup$
        @Nzall To incentivize people paying money for potions. Have you not been paying attention to all the recent mobile games?
        $endgroup$
        – Winterborne
        Apr 25 at 15:56










      • $begingroup$
        Nzall, yes of course if you design an entire microsphere around the healer role, it can be an interesting task. And yes it depends on your personality. Me, I've seen a world of warcraft encounter where one guy was blocking a monster, a second was shooting the monster, and a third was just continuously healing the blocker. It totally took the evil guy out of the game. It depends on you: If you like this, then why not introducing a healer. I decided for me personally that I don't want a healer in any of my games after seeing this.
        $endgroup$
        – Anderas
        Apr 26 at 13:06







      14




      14




      $begingroup$
      I agree with everything except the idea of Healer being a boring task. Generally speaking, multiplayer games with healer options make healing just as interesting and deep as the other roles: a variety of healing options to choose from, a limited resource for healing, ways to make it so you need to heal less, ways to enhance the performance of the other players,... It might not be a role everyone enjoys, but it's definitely generally not a boring task. of course, this depends on the game, but why would you intentionally make something boring in your game?
      $endgroup$
      – Nzall
      Apr 25 at 11:18




      $begingroup$
      I agree with everything except the idea of Healer being a boring task. Generally speaking, multiplayer games with healer options make healing just as interesting and deep as the other roles: a variety of healing options to choose from, a limited resource for healing, ways to make it so you need to heal less, ways to enhance the performance of the other players,... It might not be a role everyone enjoys, but it's definitely generally not a boring task. of course, this depends on the game, but why would you intentionally make something boring in your game?
      $endgroup$
      – Nzall
      Apr 25 at 11:18




      1




      1




      $begingroup$
      @Nzall To incentivize people paying money for potions. Have you not been paying attention to all the recent mobile games?
      $endgroup$
      – Winterborne
      Apr 25 at 15:56




      $begingroup$
      @Nzall To incentivize people paying money for potions. Have you not been paying attention to all the recent mobile games?
      $endgroup$
      – Winterborne
      Apr 25 at 15:56












      $begingroup$
      Nzall, yes of course if you design an entire microsphere around the healer role, it can be an interesting task. And yes it depends on your personality. Me, I've seen a world of warcraft encounter where one guy was blocking a monster, a second was shooting the monster, and a third was just continuously healing the blocker. It totally took the evil guy out of the game. It depends on you: If you like this, then why not introducing a healer. I decided for me personally that I don't want a healer in any of my games after seeing this.
      $endgroup$
      – Anderas
      Apr 26 at 13:06




      $begingroup$
      Nzall, yes of course if you design an entire microsphere around the healer role, it can be an interesting task. And yes it depends on your personality. Me, I've seen a world of warcraft encounter where one guy was blocking a monster, a second was shooting the monster, and a third was just continuously healing the blocker. It totally took the evil guy out of the game. It depends on you: If you like this, then why not introducing a healer. I decided for me personally that I don't want a healer in any of my games after seeing this.
      $endgroup$
      – Anderas
      Apr 26 at 13:06











      14












      $begingroup$

      In some genres (specially MMORPGs), consumables are used as Money Sinks. They prevent inflation and prevent money to become useless once you have acquired everything buyable that's not consumable.






      share|improve this answer









      $endgroup$








      • 2




        $begingroup$
        Runescape got a point where their new high-tier weapons degrade and consume specific old low-tier weapons for repair. Puts a demand in for the old content.
        $endgroup$
        – Alexander
        Apr 25 at 21:07






      • 2




        $begingroup$
        Some games--like Zelda Breath of the Wild or Dead Island--all items are consumable. Weapons and armor get damaged and eventually break, requiring the player to carry two or three backups.
        $endgroup$
        – Draco18s
        Apr 25 at 23:09










      • $begingroup$
        @Alexander I've seen that with crafting mechanics
        $endgroup$
        – Bernat
        Apr 26 at 7:43










      • $begingroup$
        @Draco18s I think Ultima Online had the same system. Item durability plays the same role
        $endgroup$
        – Bernat
        Apr 26 at 7:43















      14












      $begingroup$

      In some genres (specially MMORPGs), consumables are used as Money Sinks. They prevent inflation and prevent money to become useless once you have acquired everything buyable that's not consumable.






      share|improve this answer









      $endgroup$








      • 2




        $begingroup$
        Runescape got a point where their new high-tier weapons degrade and consume specific old low-tier weapons for repair. Puts a demand in for the old content.
        $endgroup$
        – Alexander
        Apr 25 at 21:07






      • 2




        $begingroup$
        Some games--like Zelda Breath of the Wild or Dead Island--all items are consumable. Weapons and armor get damaged and eventually break, requiring the player to carry two or three backups.
        $endgroup$
        – Draco18s
        Apr 25 at 23:09










      • $begingroup$
        @Alexander I've seen that with crafting mechanics
        $endgroup$
        – Bernat
        Apr 26 at 7:43










      • $begingroup$
        @Draco18s I think Ultima Online had the same system. Item durability plays the same role
        $endgroup$
        – Bernat
        Apr 26 at 7:43













      14












      14








      14





      $begingroup$

      In some genres (specially MMORPGs), consumables are used as Money Sinks. They prevent inflation and prevent money to become useless once you have acquired everything buyable that's not consumable.






      share|improve this answer









      $endgroup$



      In some genres (specially MMORPGs), consumables are used as Money Sinks. They prevent inflation and prevent money to become useless once you have acquired everything buyable that's not consumable.







      share|improve this answer












      share|improve this answer



      share|improve this answer










      answered Apr 25 at 11:20









      BernatBernat

      24113




      24113







      • 2




        $begingroup$
        Runescape got a point where their new high-tier weapons degrade and consume specific old low-tier weapons for repair. Puts a demand in for the old content.
        $endgroup$
        – Alexander
        Apr 25 at 21:07






      • 2




        $begingroup$
        Some games--like Zelda Breath of the Wild or Dead Island--all items are consumable. Weapons and armor get damaged and eventually break, requiring the player to carry two or three backups.
        $endgroup$
        – Draco18s
        Apr 25 at 23:09










      • $begingroup$
        @Alexander I've seen that with crafting mechanics
        $endgroup$
        – Bernat
        Apr 26 at 7:43










      • $begingroup$
        @Draco18s I think Ultima Online had the same system. Item durability plays the same role
        $endgroup$
        – Bernat
        Apr 26 at 7:43












      • 2




        $begingroup$
        Runescape got a point where their new high-tier weapons degrade and consume specific old low-tier weapons for repair. Puts a demand in for the old content.
        $endgroup$
        – Alexander
        Apr 25 at 21:07






      • 2




        $begingroup$
        Some games--like Zelda Breath of the Wild or Dead Island--all items are consumable. Weapons and armor get damaged and eventually break, requiring the player to carry two or three backups.
        $endgroup$
        – Draco18s
        Apr 25 at 23:09










      • $begingroup$
        @Alexander I've seen that with crafting mechanics
        $endgroup$
        – Bernat
        Apr 26 at 7:43










      • $begingroup$
        @Draco18s I think Ultima Online had the same system. Item durability plays the same role
        $endgroup$
        – Bernat
        Apr 26 at 7:43







      2




      2




      $begingroup$
      Runescape got a point where their new high-tier weapons degrade and consume specific old low-tier weapons for repair. Puts a demand in for the old content.
      $endgroup$
      – Alexander
      Apr 25 at 21:07




      $begingroup$
      Runescape got a point where their new high-tier weapons degrade and consume specific old low-tier weapons for repair. Puts a demand in for the old content.
      $endgroup$
      – Alexander
      Apr 25 at 21:07




      2




      2




      $begingroup$
      Some games--like Zelda Breath of the Wild or Dead Island--all items are consumable. Weapons and armor get damaged and eventually break, requiring the player to carry two or three backups.
      $endgroup$
      – Draco18s
      Apr 25 at 23:09




      $begingroup$
      Some games--like Zelda Breath of the Wild or Dead Island--all items are consumable. Weapons and armor get damaged and eventually break, requiring the player to carry two or three backups.
      $endgroup$
      – Draco18s
      Apr 25 at 23:09












      $begingroup$
      @Alexander I've seen that with crafting mechanics
      $endgroup$
      – Bernat
      Apr 26 at 7:43




      $begingroup$
      @Alexander I've seen that with crafting mechanics
      $endgroup$
      – Bernat
      Apr 26 at 7:43












      $begingroup$
      @Draco18s I think Ultima Online had the same system. Item durability plays the same role
      $endgroup$
      – Bernat
      Apr 26 at 7:43




      $begingroup$
      @Draco18s I think Ultima Online had the same system. Item durability plays the same role
      $endgroup$
      – Bernat
      Apr 26 at 7:43











      4












      $begingroup$

      Consumables can be used as a push-your-luck or risk-reward mechanic. Does the player want to use them now? Or is it better to wait until later? in Foxwarrior example the player gets the consumables at a certain rate and don't want to use them any faster, because if they run out, the player could find themselves in a dire situation. That is a risk to be managed.



      For another example, we could design the game with stretches where there is no access to some kinds of consumables, usually accompanied with closing the door behind the player. This will lead to three main behaviors:



      • The player would have to manage what they got carefully (do not use much more than needed).

      • If the player runs out or is running out of the consumable then the player will advance more slowly. This means the player will pay more attention to their situation and ways to get around without the consumable. This gets the player to try alternatives ways to progress and also increases the duration of the game.

      • On failure and retry, the player will probably look for ways to stock on large amounts of the consumable. The design could also leverage that to get the players to explore.


      Even though it is not what we usually think as a consumable, consider a shooter where the player can run out of bullet (not unheard of). Aside from the behaviors above (preserving bullets, aiming better - or perhap trick shots -, and looking for bullets), it will force the player to try other weapons. That helps ensure that all weapons have a chance to see play. Furthermore, in competitive game-play, trying to make the other player run out of ammo sometimes is a viable strategy.






      share|improve this answer











      $endgroup$








      • 1




        $begingroup$
        This doesn't apply to all consumables, but certainly does apply to some. Things like health potions are so common that running out is never really a risk.
        $endgroup$
        – Draco18s
        Apr 25 at 23:06















      4












      $begingroup$

      Consumables can be used as a push-your-luck or risk-reward mechanic. Does the player want to use them now? Or is it better to wait until later? in Foxwarrior example the player gets the consumables at a certain rate and don't want to use them any faster, because if they run out, the player could find themselves in a dire situation. That is a risk to be managed.



      For another example, we could design the game with stretches where there is no access to some kinds of consumables, usually accompanied with closing the door behind the player. This will lead to three main behaviors:



      • The player would have to manage what they got carefully (do not use much more than needed).

      • If the player runs out or is running out of the consumable then the player will advance more slowly. This means the player will pay more attention to their situation and ways to get around without the consumable. This gets the player to try alternatives ways to progress and also increases the duration of the game.

      • On failure and retry, the player will probably look for ways to stock on large amounts of the consumable. The design could also leverage that to get the players to explore.


      Even though it is not what we usually think as a consumable, consider a shooter where the player can run out of bullet (not unheard of). Aside from the behaviors above (preserving bullets, aiming better - or perhap trick shots -, and looking for bullets), it will force the player to try other weapons. That helps ensure that all weapons have a chance to see play. Furthermore, in competitive game-play, trying to make the other player run out of ammo sometimes is a viable strategy.






      share|improve this answer











      $endgroup$








      • 1




        $begingroup$
        This doesn't apply to all consumables, but certainly does apply to some. Things like health potions are so common that running out is never really a risk.
        $endgroup$
        – Draco18s
        Apr 25 at 23:06













      4












      4








      4





      $begingroup$

      Consumables can be used as a push-your-luck or risk-reward mechanic. Does the player want to use them now? Or is it better to wait until later? in Foxwarrior example the player gets the consumables at a certain rate and don't want to use them any faster, because if they run out, the player could find themselves in a dire situation. That is a risk to be managed.



      For another example, we could design the game with stretches where there is no access to some kinds of consumables, usually accompanied with closing the door behind the player. This will lead to three main behaviors:



      • The player would have to manage what they got carefully (do not use much more than needed).

      • If the player runs out or is running out of the consumable then the player will advance more slowly. This means the player will pay more attention to their situation and ways to get around without the consumable. This gets the player to try alternatives ways to progress and also increases the duration of the game.

      • On failure and retry, the player will probably look for ways to stock on large amounts of the consumable. The design could also leverage that to get the players to explore.


      Even though it is not what we usually think as a consumable, consider a shooter where the player can run out of bullet (not unheard of). Aside from the behaviors above (preserving bullets, aiming better - or perhap trick shots -, and looking for bullets), it will force the player to try other weapons. That helps ensure that all weapons have a chance to see play. Furthermore, in competitive game-play, trying to make the other player run out of ammo sometimes is a viable strategy.






      share|improve this answer











      $endgroup$



      Consumables can be used as a push-your-luck or risk-reward mechanic. Does the player want to use them now? Or is it better to wait until later? in Foxwarrior example the player gets the consumables at a certain rate and don't want to use them any faster, because if they run out, the player could find themselves in a dire situation. That is a risk to be managed.



      For another example, we could design the game with stretches where there is no access to some kinds of consumables, usually accompanied with closing the door behind the player. This will lead to three main behaviors:



      • The player would have to manage what they got carefully (do not use much more than needed).

      • If the player runs out or is running out of the consumable then the player will advance more slowly. This means the player will pay more attention to their situation and ways to get around without the consumable. This gets the player to try alternatives ways to progress and also increases the duration of the game.

      • On failure and retry, the player will probably look for ways to stock on large amounts of the consumable. The design could also leverage that to get the players to explore.


      Even though it is not what we usually think as a consumable, consider a shooter where the player can run out of bullet (not unheard of). Aside from the behaviors above (preserving bullets, aiming better - or perhap trick shots -, and looking for bullets), it will force the player to try other weapons. That helps ensure that all weapons have a chance to see play. Furthermore, in competitive game-play, trying to make the other player run out of ammo sometimes is a viable strategy.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited Apr 25 at 12:39









      Alexandre Vaillancourt

      12.9k114149




      12.9k114149










      answered Apr 25 at 7:24









      TheraotTheraot

      6,18631721




      6,18631721







      • 1




        $begingroup$
        This doesn't apply to all consumables, but certainly does apply to some. Things like health potions are so common that running out is never really a risk.
        $endgroup$
        – Draco18s
        Apr 25 at 23:06












      • 1




        $begingroup$
        This doesn't apply to all consumables, but certainly does apply to some. Things like health potions are so common that running out is never really a risk.
        $endgroup$
        – Draco18s
        Apr 25 at 23:06







      1




      1




      $begingroup$
      This doesn't apply to all consumables, but certainly does apply to some. Things like health potions are so common that running out is never really a risk.
      $endgroup$
      – Draco18s
      Apr 25 at 23:06




      $begingroup$
      This doesn't apply to all consumables, but certainly does apply to some. Things like health potions are so common that running out is never really a risk.
      $endgroup$
      – Draco18s
      Apr 25 at 23:06











      3












      $begingroup$

      Consumables add resource management to a game. They allow/require a player to manage limited resources, gather, collect and consume them and plan strategically when and how much to focus on it.



      The incentive for the player has been detailed in other answers ("ace up the sleeve", mastering spikes, etc.)



      The incentive for the game developer is to add this aspect of resource management and thus more depth to a game and it allows the developer to be a bit more lazy. Instead of ensuring that an encounter can always be mastered by the player, adding some consumables to allow the player to overcome even (slightly) overpowered encounters or solve puzzles that require specific values or abilities (that you can alternatively provide through consumables).






      share|improve this answer









      $endgroup$








      • 1




        $begingroup$
        For contrast, games that don't have this sort of mechanic are carefully tuned to place what you need (and little or nothing extra) along your path at strategic points. By allowing players to conserve resources if they feel they can get by without, they defer that strategic thought into the gameplay itself and incidentally make level-design substantially easier.
        $endgroup$
        – Ruadhan2300
        Apr 26 at 14:16















      3












      $begingroup$

      Consumables add resource management to a game. They allow/require a player to manage limited resources, gather, collect and consume them and plan strategically when and how much to focus on it.



      The incentive for the player has been detailed in other answers ("ace up the sleeve", mastering spikes, etc.)



      The incentive for the game developer is to add this aspect of resource management and thus more depth to a game and it allows the developer to be a bit more lazy. Instead of ensuring that an encounter can always be mastered by the player, adding some consumables to allow the player to overcome even (slightly) overpowered encounters or solve puzzles that require specific values or abilities (that you can alternatively provide through consumables).






      share|improve this answer









      $endgroup$








      • 1




        $begingroup$
        For contrast, games that don't have this sort of mechanic are carefully tuned to place what you need (and little or nothing extra) along your path at strategic points. By allowing players to conserve resources if they feel they can get by without, they defer that strategic thought into the gameplay itself and incidentally make level-design substantially easier.
        $endgroup$
        – Ruadhan2300
        Apr 26 at 14:16













      3












      3








      3





      $begingroup$

      Consumables add resource management to a game. They allow/require a player to manage limited resources, gather, collect and consume them and plan strategically when and how much to focus on it.



      The incentive for the player has been detailed in other answers ("ace up the sleeve", mastering spikes, etc.)



      The incentive for the game developer is to add this aspect of resource management and thus more depth to a game and it allows the developer to be a bit more lazy. Instead of ensuring that an encounter can always be mastered by the player, adding some consumables to allow the player to overcome even (slightly) overpowered encounters or solve puzzles that require specific values or abilities (that you can alternatively provide through consumables).






      share|improve this answer









      $endgroup$



      Consumables add resource management to a game. They allow/require a player to manage limited resources, gather, collect and consume them and plan strategically when and how much to focus on it.



      The incentive for the player has been detailed in other answers ("ace up the sleeve", mastering spikes, etc.)



      The incentive for the game developer is to add this aspect of resource management and thus more depth to a game and it allows the developer to be a bit more lazy. Instead of ensuring that an encounter can always be mastered by the player, adding some consumables to allow the player to overcome even (slightly) overpowered encounters or solve puzzles that require specific values or abilities (that you can alternatively provide through consumables).







      share|improve this answer












      share|improve this answer



      share|improve this answer










      answered Apr 25 at 9:02









      TomTom

      840310




      840310







      • 1




        $begingroup$
        For contrast, games that don't have this sort of mechanic are carefully tuned to place what you need (and little or nothing extra) along your path at strategic points. By allowing players to conserve resources if they feel they can get by without, they defer that strategic thought into the gameplay itself and incidentally make level-design substantially easier.
        $endgroup$
        – Ruadhan2300
        Apr 26 at 14:16












      • 1




        $begingroup$
        For contrast, games that don't have this sort of mechanic are carefully tuned to place what you need (and little or nothing extra) along your path at strategic points. By allowing players to conserve resources if they feel they can get by without, they defer that strategic thought into the gameplay itself and incidentally make level-design substantially easier.
        $endgroup$
        – Ruadhan2300
        Apr 26 at 14:16







      1




      1




      $begingroup$
      For contrast, games that don't have this sort of mechanic are carefully tuned to place what you need (and little or nothing extra) along your path at strategic points. By allowing players to conserve resources if they feel they can get by without, they defer that strategic thought into the gameplay itself and incidentally make level-design substantially easier.
      $endgroup$
      – Ruadhan2300
      Apr 26 at 14:16




      $begingroup$
      For contrast, games that don't have this sort of mechanic are carefully tuned to place what you need (and little or nothing extra) along your path at strategic points. By allowing players to conserve resources if they feel they can get by without, they defer that strategic thought into the gameplay itself and incidentally make level-design substantially easier.
      $endgroup$
      – Ruadhan2300
      Apr 26 at 14:16











      2












      $begingroup$

      It's called having An Ace Up Your Sleeve. Knowing it's there releases endorphins. Using it probably inhibits your serotonin re-uptake.






      share|improve this answer











      $endgroup$

















        2












        $begingroup$

        It's called having An Ace Up Your Sleeve. Knowing it's there releases endorphins. Using it probably inhibits your serotonin re-uptake.






        share|improve this answer











        $endgroup$















          2












          2








          2





          $begingroup$

          It's called having An Ace Up Your Sleeve. Knowing it's there releases endorphins. Using it probably inhibits your serotonin re-uptake.






          share|improve this answer











          $endgroup$



          It's called having An Ace Up Your Sleeve. Knowing it's there releases endorphins. Using it probably inhibits your serotonin re-uptake.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Apr 25 at 12:34









          Alexandre Vaillancourt

          12.9k114149




          12.9k114149










          answered Apr 25 at 6:30









          MazuraMazura

          1314




          1314





















              -2












              $begingroup$

              In role playing games, consumables can deter grinding by forcing the player to venture further on their search for food.






              share|improve this answer









              $endgroup$

















                -2












                $begingroup$

                In role playing games, consumables can deter grinding by forcing the player to venture further on their search for food.






                share|improve this answer









                $endgroup$















                  -2












                  -2








                  -2





                  $begingroup$

                  In role playing games, consumables can deter grinding by forcing the player to venture further on their search for food.






                  share|improve this answer









                  $endgroup$



                  In role playing games, consumables can deter grinding by forcing the player to venture further on their search for food.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered Apr 26 at 2:41









                  ToBeFreeToBeFree

                  1




                  1



























                      draft saved

                      draft discarded
















































                      Thanks for contributing an answer to Game Development Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid


                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.

                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function ()
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f171316%2fwhy-do-games-have-consumables%23new-answer', 'question_page');

                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      Wikipedia:Vital articles Мазмуну Biography - Өмүр баян Philosophy and psychology - Философия жана психология Religion - Дин Social sciences - Коомдук илимдер Language and literature - Тил жана адабият Science - Илим Technology - Технология Arts and recreation - Искусство жана эс алуу History and geography - Тарых жана география Навигация менюсу

                      Bruxelas-Capital Índice Historia | Composición | Situación lingüística | Clima | Cidades irmandadas | Notas | Véxase tamén | Menú de navegacióneO uso das linguas en Bruxelas e a situación do neerlandés"Rexión de Bruxelas Capital"o orixinalSitio da rexiónPáxina de Bruselas no sitio da Oficina de Promoción Turística de Valonia e BruxelasMapa Interactivo da Rexión de Bruxelas-CapitaleeWorldCat332144929079854441105155190212ID28008674080552-90000 0001 0666 3698n94104302ID540940339365017018237

                      What should I write in an apology letter, since I have decided not to join a company after accepting an offer letterShould I keep looking after accepting a job offer?What should I do when I've been verbally told I would get an offer letter, but still haven't gotten one after 4 weeks?Do I accept an offer from a company that I am not likely to join?New job hasn't confirmed starting date and I want to give current employer as much notice as possibleHow should I address my manager in my resignation letter?HR delayed background verification, now jobless as resignedNo email communication after accepting a formal written offer. How should I phrase the call?What should I do if after receiving a verbal offer letter I am informed that my written job offer is put on hold due to some internal issues?Should I inform the current employer that I am about to resign within 1-2 weeks since I have signed the offer letter and waiting for visa?What company will do, if I send their offer letter to another company