Why do games have consumables?





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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)










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$begingroup$


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)










share|improve this question









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$begingroup$


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)










share|improve this question









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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)







game-design game-mechanics






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edited 3 hours ago









Alexandre Vaillancourt

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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.






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    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.






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



      (from the other question) What can you do to encourage the player to make use of their one-shot items and not hoard them?



      I don't know, because it took me over twenty years to start using them. It's somewhere between IDGAF anymore and playing to win.



      So really, you don't want, to want me, to use them. By that point I just want to see the ending, or it isn't my first playthrough. Or I see it as the ones and zeros of the Matrix. If that happens, unless the gameplay itself is entertaining, I'm done with it.





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        3 Answers
        3






        active

        oldest

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        3 Answers
        3






        active

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        active

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        $begingroup$

        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










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          4












          $begingroup$

          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










          New contributor




          Foxwarrior is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






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            4












            4








            4





            $begingroup$

            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










            New contributor




            Foxwarrior is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            $endgroup$



            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










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            share|improve this answer



            share|improve this answer








            edited 3 hours ago





















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            answered 3 hours ago









            FoxwarriorFoxwarrior

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                $begingroup$

                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








                New contributor




                Anderas is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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                $endgroup$


















                  4












                  $begingroup$

                  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








                  New contributor




                  Anderas is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                  Check out our Code of Conduct.






                  $endgroup$
















                    4












                    4








                    4





                    $begingroup$

                    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








                    New contributor




                    Anderas is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.






                    $endgroup$



                    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








                    New contributor




                    Anderas is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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                    share|improve this answer



                    share|improve this answer






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                    answered 56 mins ago









                    AnderasAnderas

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                        $begingroup$

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



                        (from the other question) What can you do to encourage the player to make use of their one-shot items and not hoard them?



                        I don't know, because it took me over twenty years to start using them. It's somewhere between IDGAF anymore and playing to win.



                        So really, you don't want, to want me, to use them. By that point I just want to see the ending, or it isn't my first playthrough. Or I see it as the ones and zeros of the Matrix. If that happens, unless the gameplay itself is entertaining, I'm done with it.





                        share









                        $endgroup$


















                          0












                          $begingroup$

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



                          (from the other question) What can you do to encourage the player to make use of their one-shot items and not hoard them?



                          I don't know, because it took me over twenty years to start using them. It's somewhere between IDGAF anymore and playing to win.



                          So really, you don't want, to want me, to use them. By that point I just want to see the ending, or it isn't my first playthrough. Or I see it as the ones and zeros of the Matrix. If that happens, unless the gameplay itself is entertaining, I'm done with it.





                          share









                          $endgroup$
















                            0












                            0








                            0





                            $begingroup$

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



                            (from the other question) What can you do to encourage the player to make use of their one-shot items and not hoard them?



                            I don't know, because it took me over twenty years to start using them. It's somewhere between IDGAF anymore and playing to win.



                            So really, you don't want, to want me, to use them. By that point I just want to see the ending, or it isn't my first playthrough. Or I see it as the ones and zeros of the Matrix. If that happens, unless the gameplay itself is entertaining, I'm done with it.





                            share









                            $endgroup$



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



                            (from the other question) What can you do to encourage the player to make use of their one-shot items and not hoard them?



                            I don't know, because it took me over twenty years to start using them. It's somewhere between IDGAF anymore and playing to win.



                            So really, you don't want, to want me, to use them. By that point I just want to see the ending, or it isn't my first playthrough. Or I see it as the ones and zeros of the Matrix. If that happens, unless the gameplay itself is entertaining, I'm done with it.






                            share











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                            answered 2 mins ago









                            MazuraMazura

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