It made sense in context of realism, because how many weapons can one soldier really carry anyway?
Although I've been playing Crysis recently, (The original - It was cheap, and I finally have a PC that can run it.), and they seem to have created a bizarre variant...
(OK, so the suit makes you a supersoldier presumably capable of carrying more weapons than average, but it's still weird.)
So... I don't get how they worked this one out:
So far, I've noticed:
You can carry 2 pistols (dual-wielding. Don't know yet if there's multiple types)
Two rifles. This includes shotguns, and anything like a sub-machine gun or the like.
This is altered a little by the number of attachments which you can use on most of the guns as soon as you find them. (Laser pointer, flashlight. Iron Sights, reflex scope, optical (sniper) scope - It's actually quite amusing to put a laser pointer and a sniper scope... On a shotgun. XD - Aside from that there's also a 'tactical' attachment, which fires some kind of dart, and a grenade launcher attachment.)
Now, on top of this, you can carry satchel charges, and a rocket launcher. But, only one rocket launcher.
Oh, and grenades. Of at least 3 different types.
now, considering, fully loaded, that means I'm carrying 2 rifles, 2 pistols, a rocket launcher, 36 grenades (with an arbitrary limit of 12 of each kind), 3 rockets (for the rocket launcher), about 10 explosive charges, 330 rounds of rifle ammunition (or about 100 shotgun shells) for each type of rifle I'm carrying, and maybe 200 rounds of pistol ammo...
(As well as a handful of weapon attachments...)
Well, clearly, realism wasn't the aim here. Because regardless of how strong the nano-suit makes you, I'd have a hard time seeing where you'd even put all of that stuff, especially all the grenades, rockets, and ammo.
(Although interestingly, I can see the rifles and grenade launcher strapped to my back in the shadow of the character you play as.)
But, given that realism wasn't the issue, the limits seem kind of arbitrary?
Why can I only carry 1 rocket launcher? Why exactly 2 rifles? If I want a third, I have to drop one of the other two. Why, for that matter, can't I drop a rocket launcher and carry a third rifle?
Why can I carry 12 of each type of grenade, instead of some combination of 36 of any kind? After all, while a frag grenade and a smoke grenade have different functions, they're about the same size...
On the whole, from a realism perspective, none of it makes much sense. But, from a gameplay perspective, it does I guess alleviate the need to actively manage your ammo inventory.
But despite this weird and arbitrary arrangement, You still find that if a tank or helicopter shows up, there just happens to be a rocket launcher nearby...
How... Convenient.
Look, in the real world, this problem is, to my knowledge solved by the existence of combat squads.
Different people in the squad carry different weapons, so that collectively, you have the right tool for the situation.
But, this brings us to the problem this has created in games;
Very few shooters are squad-based. You're usually a lone fighter. One man army.
But... To be a one man army in any practical sense, you have to carry the tools to be able to take on any situation.
Or... The game has to contrive a way to give you certain tools as and when you need them.
What this all comes to of course, is how did we end up in a situation where even games that don't give a damn about any kind of realism still feel the need to adhere to the 2 weapon system?
Why does Duke Nukem do it, when that doesn't even fit with the mentality of the game?
Oh well. Hopefully we'll get past this particular design quirk eventually...