But a weapon breaking system either prevents or punishes a character for having their own preferences.
Having my weapon break all the time gets extremely tedious. It's the game telling me "no, your fun is bad and wrong and stupid, you don't get to have that fun anymore, you have to find other fun, which you probably won't find for several weeks at best". It's one of the reasons why, despite video game designers constantly trying to shoehorn in "durability" mechanics, video game players almost always remove that s#!t whenever they can. Because it's tedious and annoying, for a lot of people.
I have a favorite weapon in Quake, it's the rocket launcher. I also like how Quake as a game is set up, that I'm not going to always have access to the rocket launcher or might want to keep in my back pocket for a quick escape, so I'd better also learn how to use all the other weapons.
Is that bad? Is that the game telling me that my fun is bad and wrong and stupid? Or is it the game making me consider my moves, and manage my ammo and positioning?
Sifu, the best action game in the history of action games, has weapons breaking all the time and it's
aggressively fun. Granted, unlike BotW your best weapon in Sifu is your bare fists, but I can certainly see a less kung fu game having a mediocre unbreakable fallback option.
A far easier way to get people to reach for other weapons is giving weapons individual features and not just the same nigh-identical stat sticks. If a trident handles stuff in water better but a guisarme can use its hook to have an increased chance of tripping, you've got reasons to switch up what you're using right there rather than sticking to just the one weapon
Is it, really? Because the way I see it, most of the time, people pretty quickly realize what weapon + perk combination is the best one, and never reach for anything else. And
something is always going to be the best.
Are you a card carrying member of the Spellcasters Supremacy Society? There is already a wide enough gap between casters and martials without reducing their one glimmer of hope.
I think caster vs martial disparity is overstated, but I'm totally on board with screwing the mages over too. Hate their guts.
Vancian casting where you have to assign specific spells to slots when preparing spells is very similar to what I'm proposing for weapons breaking -- you are often forced to just deal with the hand dealt to you. "Yeah I fireball would be really nice here, but I only have Fly prepared".