I have a fanfic where a character has a whip as a weapon for Evil Overlord Aesthetics. She thinks she’s in a video game, and when she realizes she’s actually in a dangerous situation she ditches the whip for an improvised weapon (sharpened rebar) that’s easier to kill with. Is this a plausible change, or is it easier to kill with a whip than I assume? While fear is affecting her judgment, if you can kill with a whip and she knows how at least in principle, maybe this isn’t a leap she’d make.ree-fireparrot
You don’t need to justify a character taking a poor weapon choice into an encounter in a video game. There’s plenty of reasons you might take garbage gear into an encounter. Achievements, grinding unlocks, because individual weapons and attacks level up from use. This is before we get into novelty, thematic, and RP builds, which is what you’re talking about.
There’s a legitimate point in games, where you can start screwing around with non-optimal setups. You’ve gotten comfortable enough with the mechanics and the game cannot punish you for abusing it. Usually, this is due to system knowledge, it’s not just, “my reflexes are so good.” When you know how a game will behave, you gain a lot of freedom.
This should be obvious, but, the rules of a game do not have to mimic reality. In many cases, they won’t. What did you find was the most realistic element of Skyrim? The ability to yell at people so hard they’d vaporize? Being immune to hypothermia? Becoming a vampire? The ability to recover from near fatal wounds by freezing time and instantaneously consuming one-hundred-and-forty-five carrots. Owning your own house? Games operate under their own rules; rules which can get away with barely paying lip service to the real world. When you’re writing in a game world it is very important to create (or understand) how those rules work, and the effects they’ll have on player behavior. After that, the real world doesn’t matter.
This is part of why the, “she’s in the real world but doesn’t realize it,” doesn’t play for me. Something like Star Trek‘s holodecks not withstanding, video games are nothing like the real world. Even hardcore simulation games tend to have weird idiosyncrasies. Before we talk about graphics or the interface.
Because the rules are artificial, new players will try things that don’t work, but look viable. The technical term for this is a, “noob trap.” Generally speaking, these are regarded as poor design, but they still happen, and experienced players learn to navigate around them.
Some games will actively encourage you to swap out your gear, sometime for less optimal choices. The logic is fairly straightforward: If you let a player simply run the same loadout for 20-60 hours, they’ll get bored. To quote Soren Johnson, lead designer on Civilization 4 and Offworld Trading Company, “Given the opportunity, Players will optimize the fun out of a game.” Players will take the most risk averse, tedious, approach to a game, and then blame the game for their choice to play it that way.
There’s a number of ways you can counter this: Including gradually aging out existing items (either by providing a drip feed of better gear or by causing existing gear to decay), a focus on situational weapons. This can result in situations where you’re best option is use something that would normally be sub-optimal, because it’s the best option in the moment. In the right circumstances, that could include your character’s whip.
Developers will also implement mechanics designed specifically to counter this kind of play. An example close to Johnson would be the Firaxis reboot of XCOM, and it’s eventual sequel. Players used overwatch, inching forward with soldiers covering one another as they moved up. This somewhat mimics a real military tactic called a staggered advance, where soldiers will cover each other as they move forward. However, it also slows the game down and trivializes a major risk; charging into a pack of aliens you didn’t see. XCOM2 addressed this by using mission timers aggressively. You couldn’t advance slowly and methodically, because you only had X turns before very bad things happened. Similarly, the spiritual successor, Phoenix Point, tied its overwatch mechanic to a depleting resource. Again, invalidating the optimized strategy.
Here’s the problem: Low damage isn’t fun. As a concrete example: This is the problem with high level combat in Fallout 4. Enemies continue to level with you. Your level is uncapped. But your maximum damage output caps off at level 49. You, and the enemies, continue to get tankier, as your health pools grow, but you will never hit harder than you could have at 49.
Why do I bring this up? Few things in video games kill the fun like low outgoing damage.
Few players would choose to take a very low damage weapon simply for the aesthetic. (Note: “Very” is the operational word here. Everyone has slightly different tolerances for what they’ll accept. However, if the character is considering using an improvised weapon, clearly the whip is well below what they’re happy with.)
Either their whip is a valid weapon choice, or your character’s decisions leading up to this moment don’t make a lot of sense (even from the perspective of being in a video game.) There are whips in games that are legitimate options. For example: Bloodborne’s Threaded Cane, or the Vampire Killer from Castlevania. If it’s something like that, then the whip will still do its job. (Unless, the real version is nothing like the game counterpart.) However, if that’s not the case, your character is taking fetish gear into a fight. That’s going to be messy and unpleasant for her.
If you have the room to use it, the whip is a good defensive tool when dealing with unarmored opponents. So long as your character doesn’t need to kill their foe in this scene, the whip gives them a lot of options to create an opening so they can break and run, or buy time for reinforcements to arrive.
If she wanted to kill people, she would have brought a weapon to achieve that. If she’s using a whip is for fun, bringing it to a fight won’t be. I would think she’d have learned this before now.