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.
-
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.