Magnitus: Really depends on the game.
It fits well with some rogue-likes and shooters where weapons are "disposable & cheap". You pick them up as you go from stashes and fallen opponents and adjust what you use based on the state of the weapon and the type of ammo you got.
It's also aright in more RPG-ish games where you have an entire skillset that focuses on building/maintaining your gear (it gives value to those skills).
Finally, It's great if there are interesting mechanics that affects gear status (ie, you can break his weapon with a special maneuver, your badass superhuman armor gets damaged if you are right next to an explosion or your sword takes a beating if you swing it into a foe so heavily armored that it can easily widthstand a catapult hit).
The rest of the time (in your typical clickfest action-rpg game where you wear out your sword from swinging it into baddies without rhyme or reason and then you need to get back in town to get it fixed by a blacksmith for a couple bucks), I find such mechanics add absolutely nothing to the game.
Imagine this: Hard as a rougelike with several instant death traps and a slightly obtuse level system, no actual skills, and there's no option to repair anything.
KiNgBrAdLeY7: In some games, it feels out of place and it causes you both problems and grief. In other games, it feels great and fits right in!
Some of my examples...
I love durability system in diablo 2.
I hate durability system in witcher 3.
I love durability system in VtmR (vampire the masquerade Redemption).
I hate durability system in "Symphony".
Go on and give some detail for those of us who haven't played, if you'd like.
onarliog: I find it annoying when item maintenance falls into routine busy work (e.g. Diablo). So one option is not having item breakage at all.
On the other hand, I also like it when items break very very rapidly, that they are essentially expendable. You break one, switch to another one, are never starved for satisfactory equipment in the process, and the game keeps you in the action always. This allows the player to experiment with many different kinds of items and weapons, instead of sticking to one good item and ignoring what the game has to offer for the rest of your play time. (i.e., exact opposite of System Shock 2)
But what if you're forced to backtrack to somewhere or you're doing quest cleanup and your ubersword breaks on a goblin and now all you've got is a tree branch?
Ricky_Bobby: I only like durability in simulation games and certain survival games, for obvious reasons.
I don't like it in RPGs and similar. These games are typically either Fantasy or Sci-fi, and are thus highly unrealistic to begin with. It's different if you are making a game that models reality, say GTA 5 or Sniper Elite, since they
have to follow the natural laws [that we know of] and current levels of technology
as best they can. In Fantasy and Sci-fi you can imagine
anything you want, you have a blank page where the nature of physical laws and technology are only limited by the extent of your imagination. It simply feels like an uncessarily annoying element to impose durability in games like that.
So basically, if there's magic or things akin to magic, durability is off the table for you. Which I do agree with. It's baffling to be in a fantasy world where it turns out your empathic blade can't be reforged in a wizards tower because nobody bothered to set up a magiforge.
amok: I tend to dislike durability in games, but I am playing Fallout: New Vegas (again) and I think it is implemented quite well here. Durability affects the effectivity of the equipment, but you can repair it yourself at any point if you have the right equipment (and with the jury rigging perk you get a lot more options to do so). Gear is never 'destroyed', just not usable when durability reaches 0, and can be repaired to max again, so you will never lose any gear
That sounds like something I'd like. A sensible option, really. Of course, one would presume that up to a degree, there comes a point where equipment is not to be repaired, but instead sold or exchanged for better equipment.
catpower1980: If I remember well, the "durability" of weapons was moddable (like most parameters of the Stalker series) so you could easily customize your game experience (with Notepad) to fit your player tastes. I probably edited that because I totally forgot there was "durability" in those games :o)
Randalator: I know, that's the first thing I did after trying the vanilla for a while.
Darvond: How about this fun idea: Weapons are like litter, except you can't sell them and they'll crumble into dust from a few encounters meaning there's no point in getting attached. Does that sound good?
Randalator: It sounds good the same way that nailing your dick to a coffe table and pushing it off the roof of a 50-story building sounds good.
Then it looks like you wouldn't enjoy Breath of the Wild going though weapons like a magician goes though playing cards.