it's not exactly hard to understand why game developers love dual wielded weapons. but in case you're blissfully unaware, i'll give you the very simple answer: because it's fucking awesome.
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imagine it: instead of saying "the terminator is so badass!", the player says "i'm so badass!"
it would be the digital equivalent of crack-cocaine.
i mean, technically, they do something, in the sense that they double your ammo and rate of fire. but that's not what makes guns akimbo cool. guns akimbo is cool because of the ability to shoot two baddies at once, in two completely different directions.
but unfortunately, guns akimbo sacrilege is not uncommon. in fact, out of the many, many 3D games that i've played with dual wielding possibilities, only one of them has gotten it exactly, perfectly right.
but this is a thread about 2D games. let's talk about those.
they've been using the same control map for the past thirty years of their basement-dwelling lives, and they're certainly not interested in changing those habits now.
let's take a look at how they did.
not only are you not incentivized to akimbo, you're punished.
still, the player never feels like schwarzenegger. why?
they want "hotline miami moments" that they're simply not getting.
the visuals sure are nice to watch, though.
still, there's only so much you can do in a month.
the game itself is fine, but it feels more like dance dance revolution than it does any scene from the terminator series. it lacks the empowering satisfaction we're going for.
because it hasn't been done yet.
but hey, let's spitball some ideas and see if any of them seem viable.
1. the rate of fire of one singular weapon must be low enough that the use of the guns akimbo mechanic is absolutely essential to victory.
2a. reload time should be long enough that the player will need to alternate weapons while reloading.
3. if for any reason one weapon is easier to fire than the other, it must be weaker as well. maybe have your character hold one handgun and one sawed-off shotgun, i'unno.
nobody's work-in-progress list of wacky, crazy "guns akimbo" game ideas that might just break the curse that two-dimensional dual-wielding mechanics tend to suffer from.
** (please do feel free to suggest your own ideas as well!) **
this is the immediate answer to the torso problem, but at what cost?
rule 3 would probably need to be in effect here.
if you want more design nonsense like this, don't hit the follow button— i only talk about design when i can't sleep. instead, check out @YahtzeeCroshaw's dev diary or @Pentadact's design talk series.