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How is it any different to seeing the same 1-2 knife animations over and over?
At least every blunt weapon had its own animations. Even in New Dawn there are only like 2 takedown animations. FC5 had many more...
Different weapon types require different animations.
Machetes, axes, etc are chopping weapons. While the arm movements are similar to a clubbing weapon (like the bats, shovels, pipes, and branches actually in the game), the movement and effect on the target of those attacks is very different.
Daggers, straight-blade knives, icepicks, and so on are stabbing weapons. Completely different motions for both the actor and the target.
And then there would be slashing weapons - curved-blade knives and swords - which require yet another entirely different set of animations.
...
Each of these, to get them right, needs another bundle of man-hours from the animation programmer(s). Which means, they cost their own separate slices of the budget.
Going with only one, meant saving money to spend elsewhere.
If, for example, it takes a total of 400 hours of work, at an average of $50/hour, to fully (and glitch-free) animate ONE weapon type being used for ONE variation of a takedown or attack, that's $30,000 spent.
Two or three straight-up-fight variations, maybe two takedown variations, and you're at $150,000.
Now, another ~400 hours of work tweaking and polishing for different specific weapons in that category (like, how is the shovel held - which way does the "blade" face while whacking someone), as well as the actual artwork FOR those weapons. You're at $180,000 to get those "Blunt Weapon" attacks and takedowns set up right.
Want to add knives and daggers? DO IT ALL OVER AGAIN, another $180,000 for all the stabbing weapons.
Want to add machetes, axes, etc? DO IT ALL OVER AGAIN, another $180,000 for all the chopping weapons.
Want to add katanas, scimitars, cavalry sabers, etc? DO IT ALL OVER AGAIN, another $180,000 for all the slashing/slicing weapons.
Want to add flails, nunchuks, chains, etc? DO IT ALL OVER AGAIN, another $180,000 for all the flexible/jointed weapons.
...
Each category of weapons you add, is more money that has to be spent.
The game has a fixed budget, based on (a) expected sales, and (b) desired MSRP. If you go over budget, either you have to justify it with increased sales, or, you have to make up for it by raising the price of the game.
You care about the final PRICE of the game, do you not?
For a given number of copies sold, the more money it takes the MAKE the game, the more they will charge you to BUY that game.
A 10% increase in production costs, means a 10% increase in MSRP. So that $60 game, becomes a $66 game.
...
Game development is a zero-sum game. If you add to, or subtract from, ONE side of the equation .... you have to do the same thing to the other.
Increase the production cost = increase the sales price
Decrease the sales price = decrease the production budget
.... well, for starters, I don't call the hosts "lazy" or "cheap" just because they didn't throw the party in a fifty-thousand-square-foot convention center, with full catering ...
Edit: I didn't say cheap tho