Loot (video games): Difference between revisions
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In multiplayer games, loot may be provided in such a manner that only one player may acquire any given item. "Ninja-looting" is the resulting practice of looting items off enemies defeated by other players.<ref name="journal-sentinel" /> Players may choose to employ a [[loot system]] to distribute their spoils. In a [[player versus player|PVP]] situation, loot may be taken from a defeated player.<ref name="journal-sentinel">{{cite news|url=https://news.google.com/newspapers?id=3LQaAAAAIBAJ&sjid=h0UEAAAAIBAJ&pg=6548,10182803&dq=ninja+looting&hl=en|access-date=Jan 31, 2010|title='City of Heroes' is a massively entertaining online success|date=August 31, 2004|page=3E|newspaper=[[Milwaukee Journal Sentinel]]}}</ref> |
In multiplayer games, loot may be provided in such a manner that only one player may acquire any given item. "Ninja-looting" is the resulting practice of looting items off enemies defeated by other players.<ref name="journal-sentinel" /> Players may choose to employ a [[loot system]] to distribute their spoils. In a [[player versus player|PVP]] situation, loot may be taken from a defeated player.<ref name="journal-sentinel">{{cite news|url=https://news.google.com/newspapers?id=3LQaAAAAIBAJ&sjid=h0UEAAAAIBAJ&pg=6548,10182803&dq=ninja+looting&hl=en|access-date=Jan 31, 2010|title='City of Heroes' is a massively entertaining online success|date=August 31, 2004|page=3E|newspaper=[[Milwaukee Journal Sentinel]]}}</ref> |
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In [[role-playing video games]], loot often forms the core economy of the game, in which the player fights to obtain loot and then uses it to purchase other items.<ref>{{Cite book|title=Advanced game design : a systems approach|last=Sellers|first=Michael|year=2017|isbn=9780134668185|location=Boston|oclc=1012108932}}</ref> Loot may often be assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. The concept of color-coded loot rarity was popularized with the 1996 game ''[[Diablo (video game)|Diablo]]'', whose designer, [[David Brevik]], took the idea from the [[roguelike]] video game [[Angband (video game)|Angband]].<ref>{{cite news |last1=Hanson |first1=Ben |title=GI Show – Rage 2, Final Fantasy VII, David Brevik Interview |url=https://www.gameinformer.com/video-podcast/the-game-informer-show/2019/05/16/gi-show-rage-2-final-fantasy-vii-david-brevik |access-date=19 May 2019 |work=Game Informer |date=16 May 2019 |location=At 2:37:05 |language=en}}</ref> |
In [[role-playing video games]], loot often forms the core economy of the game, in which the player fights to obtain loot and then uses it to purchase other items.<ref>{{Cite book|title=Advanced game design : a systems approach|last=Sellers|first=Michael|year=2017|isbn=9780134668185|location=Boston|oclc=1012108932}}</ref> Loot may often be assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. The concept of color-coded loot rarity was popularized with the 1996 game ''[[Diablo (video game)|Diablo]]'', whose designer, [[David Brevik]], took the idea from the [[roguelike]] video game [[Angband (video game)|Angband]].<ref>{{cite news |last1=Hanson |first1=Ben |title=GI Show – Rage 2, Final Fantasy VII, David Brevik Interview |url=https://www.gameinformer.com/video-podcast/the-game-informer-show/2019/05/16/gi-show-rage-2-final-fantasy-vii-david-brevik |access-date=19 May 2019 |work=Game Informer |date=16 May 2019 |location=At 2:37:05 |language=en}}</ref> ''Diablo'' also established the use of color-coding hierarchy for highlighting loot based on its quality or rarity, which most loot-drive games adopted, where white/grey was used for Common items, green for Uncommon, blue for Rare, purple for Legendary, and then some variation of orange, yellow, or gold to denote the highest tier.<ref>{{cite web | url = https://kotaku.com/why-video-game-loot-is-so-addictive-according-to-the-c-1846695147 | title = Why Video Game Loot Is So Addictive, According To The Creators Of Diablo | first = Nathan | last =Grayson | date = April 16, 2021 | accessdate = April 16, 2021 | work = [[Kotaku]] }}</ref> The quality of loot often scales with the tiers but not always. |
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== Loot boxes == |
== Loot boxes == |
Revision as of 15:15, 16 April 2021
In video games, loot describes valuable items picked up by the player character over the course of the game, such as in-game currency, spells, equipment and weapons. In single-player games, it is often obtained as treasure through exploration or looted from defeated enemies,[1] and loot is considered distinct from items purchased from in-game shops.
Loot is meant to reward the player for progressing in the game, and can be of superior quality to items that can be purchased. It can also be part of an upgrade system that permanently increases the player's abilities.[1]
In multiplayer games, loot may be provided in such a manner that only one player may acquire any given item. "Ninja-looting" is the resulting practice of looting items off enemies defeated by other players.[2] Players may choose to employ a loot system to distribute their spoils. In a PVP situation, loot may be taken from a defeated player.[2]
In role-playing video games, loot often forms the core economy of the game, in which the player fights to obtain loot and then uses it to purchase other items.[3] Loot may often be assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. The concept of color-coded loot rarity was popularized with the 1996 game Diablo, whose designer, David Brevik, took the idea from the roguelike video game Angband.[4] Diablo also established the use of color-coding hierarchy for highlighting loot based on its quality or rarity, which most loot-drive games adopted, where white/grey was used for Common items, green for Uncommon, blue for Rare, purple for Legendary, and then some variation of orange, yellow, or gold to denote the highest tier.[5] The quality of loot often scales with the tiers but not always.
Loot boxes
Loot boxes are a particular type of randomized loot system that consists of boxes that can be unlocked through normal play, or by purchasing more via microtransaction. They originated in massively multiplayer online role-playing games and mobile games, but have since been adopted by many AAA console games in recent years. The system has garnered a great deal of controversy for being too similar to gambling, along with giving players a means to circumvent normal progression through additional monetary transactions. Games that allow for certain players to have unfair advantages over other players via paid loot boxes are referred to as "pay-to-win" by critics.
References
- ^ a b Rogers, Scott (2014). Level up! : the guide to great video game design (2nd ed.). Hoboken: Wiley. p. 399. ISBN 9781118877210. OCLC 877770975.
- ^ a b "'City of Heroes' is a massively entertaining online success". Milwaukee Journal Sentinel. August 31, 2004. p. 3E. Retrieved Jan 31, 2010.
- ^ Sellers, Michael (2017). Advanced game design : a systems approach. Boston. ISBN 9780134668185. OCLC 1012108932.
{{cite book}}
: CS1 maint: location missing publisher (link) - ^ Hanson, Ben (16 May 2019). "GI Show – Rage 2, Final Fantasy VII, David Brevik Interview". Game Informer. At 2:37:05. Retrieved 19 May 2019.
{{cite news}}
: CS1 maint: location (link) - ^ Grayson, Nathan (April 16, 2021). "Why Video Game Loot Is So Addictive, According To The Creators Of Diablo". Kotaku. Retrieved April 16, 2021.