to add to this argument,
when you're playing TF2, do you ever ask why the Atomizer gives a third jump?
Why does Natasha make people slower?
Why does the Backburner do crits from behind?
Why does the Black Box give health back?
Probably not.
So... why is it essential that everything needs to be explained? Can't we just say "It's magic, we ain't gotta explain shit" and then just focus on modelling cool weapons?
So far, nearly every concept involves Syringes. I do not want Syringe fortress 2.
Sorry for self-quoting this again, but pretty much any counterargument I could make would boil down to a rewrite of this.
I agree, coming up with items that explain their functions isn't as important as coming up with items that look good.
Nevertheless, I have two reasons for basing these concepts on the items' stats.
As cliché as it may sound, limitations are vital to creativity. If I think 'I have to design a weapon that looks cool', I just get a bunch of half-baked ideas and discard them. If I think 'I have to design a knife that freezes the victim upon backstab', I can come up with a technical idea and then refine it until I end up with a design that looks good.
I'm hoping that the items made in this thread, along with a selection of style-fitting items that have already been made, ends up being put together into a single giant mod for people who want a more classic TF2 look but don't want to navigate the jungle of pony reskins and expired links to find replacements for every single unfitting item in the game. A problem with such a mod, however, would be that remembering which model represents which item could be difficult. Models that make sense with the stats would make this much easier.
I agree with you about those explanations. I think the Black Box makes a kind of sense, too, though. From wikipedia:
Basically, stuff goes in, something happens that no one understands, stuff comes out. In the case of the weapon, the stuff that goes in is successful hits and the stuff that comes out is health.
Following the theme is important, making sense isn't. Those two things are, however, not mutually exclusive.
I don't think explaining stats is all that important. The last concept I drew did nothing to explain the stats. The Degreaser does in my opinion have one of the (if not the) best designs in the game. I think the Big Earner is a nicer knife than the stock one.
I do, however, not think explaining the stats does any harm either. I find it helpful for the reasons explained in the quote, and I don't see why anyone would take offense as long as I make sure to follow vanilla-esque esthetics. If you think I fail to follow vanilla-esque esthetics, the problem lies in you or me, not in the stat-explaining.
Needle overload is indeed a potential problem, but if we're aware of it and consciously try to avoid it, I think we'll be fine. My first drafts for the Candy Cane and Conniver's Kunai did indeed contain needles, but I omitted them for exactly that reason.
Ah, and I thought of something.
Well, they just gave him the Targe for the WAR! Update, right?
With that aside, I was thinking of a no wep at all idea for the Arabian Demo set.
Right fist for melee, left elbow for shield, worn out boots for the Booties and some kind of Scottish hat for the hat.
Equipping a shield doesn't change the actual arm animations very much or even at all, right? I think it would be pretty difficult to see the difference between a Sticky Launcher-wielding Demo with a melee equipped and an Elbow-wielding Demo with a melee equipped.
Would it work to rig a model of rolled-up sleeves and a more muscular forearm over the default arm?