Korean RPGs: The less armor a girl has on, the more protective it is. The more badass the armor looks, the better the protection is for the guys.
Japanese RPGs: The more wacky the armor looks, the more protective it is. The more uguu the armor looks, the more expensive it is.
American RPG's: The bigger the shoulder armor is, the more protective it is. The bigger the codpiece, the less protective it is.
Is there a reason why this is happening? Or is it just game devs using DnD as a way to quickly decide things?
Edit: This does not involve games where the main character or characters have a single suit of armor on the entire game and that single suit overrides every other suit's physical design. Even still, the same rules apply.
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I wouldn't know, I don't spend all my time inspecting codpieces.
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You obviously have not experianced the Glorious Space Marine shoulder pads. Because it is quite literally the bigger and thicker the shoulder pads the more badass you are. Should note, Games Workshop is a English company, not an American. Also, should also note, most Americanized RPGs tend to stay rooted in Reality for armor. -See Elder Scrolls
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Edited by Steel Assassin: 4/16/2013 5:03:59 AMIf you put caterpillars in a circle they'll follow each other until they die. The logic follows as such: game developers build a game for the larger scope. They rarely make a game, especially an rpg, with every armor design in mind. In these cases, where such a design isn't important, they follow standard procedure. It's definitely not creative, and it's not [i]exactly[/i] lazy, but it's just allocating creativity to parts that matter more. They follow and follow and follow what's been laid out before because it's satisfactory.
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I have not noticed this...I'm pretty sure it's only in a few games though. Or one company of games.