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expanded on color-coded loot rarity history, with Diablo and Diablo II initially seeding the concept and World of Warcraft's color system being the one actually used for most modern loot-based games (as was actually stated in already cited sources)
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== Functions ==
== Functions ==
Early computer role-playing games such as [[Strategic Simulations|SSI]]'s ''[[Gold Box]]'' series rewarded player progress with in-game treasure, which was typically preset in the games' programming. Recent games tend to randomly or [[procedural generation|procedurally generate]] loot, with better loot such as more powerful weapons or stronger armor obtained from more difficult challenges. The random nature of loot was established in the [[roguelike]] genre of games and made mainstream through [[Blizzard Entertainment]]'s ''[[Diablo (video game)|Diablo]]'' which was based on roguelike design principles. Fixed items, determined essential for game progress, may also drop alongside random loot.<ref>{{cite web | url = https://www.gamasutra.com/blogs/JoshBycer/20141014/227713/Defining_Loot_Tables_in_ARPG_Game_Design.php | title = Defining Loot Tables in ARPG Game Design | first = Josh | last = Bycer | date = October 14, 2014 | accessdate = April 16, 2021 | work = [[Gamasutra]] }}</ref>
Early computer role-playing games such as [[Strategic Simulations|SSI]]'s [[Gold Box]] series rewarded player progress with in-game treasure, which was typically preset in the games' programming. Recent games tend to randomly or [[procedural generation|procedurally generate]] loot, with better loot such as more powerful weapons or stronger armor obtained from more difficult challenges. The random nature of loot was established in the [[roguelike]] genre of games and made mainstream through [[Blizzard Entertainment]]'s ''[[Diablo (video game)|Diablo]]'' which was based on roguelike design principles. Fixed items, determined essential for game progress, may also drop alongside random loot.<ref>{{cite web | url = https://www.gamasutra.com/blogs/JoshBycer/20141014/227713/Defining_Loot_Tables_in_ARPG_Game_Design.php | title = Defining Loot Tables in ARPG Game Design | first = Josh | last = Bycer | date = October 14, 2014 | accessdate = April 16, 2021 | work = [[Gamasutra]] }}</ref>


In single-player games, loot is often obtained as treasure through exploration or [[looted]] from defeated enemies,<ref name=":0">{{Cite book|title=Level up! : the guide to great video game design|last=Rogers|first=Scott|date=2014|publisher=Wiley|isbn=9781118877210|edition= 2nd|location=Hoboken|pages=399|oclc=877770975}}</ref> and loot is considered distinct from items purchased from in-game shops. 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 single-player games, loot is often obtained as treasure through exploration or [[looted]] from defeated enemies,<ref name=":0">{{Cite book|title=Level up! : the guide to great video game design|last=Rogers|first=Scott|date=2014|publisher=Wiley|isbn=9781118877210|edition= 2nd|location=Hoboken|pages=399|oclc=877770975}}</ref> and loot is considered distinct from items purchased from in-game shops. 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 [[role-playing video games]] or [[Loot shooter|loot shooters]], 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 is often 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 initially popularized with the 1996 game ''[[Diablo (video game)|Diablo]]'' and its 2000 sequel ''[[Diablo II]]'', 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 ''Diablo'', equippable items were either white (normal), blue (magic) or gold (unique)<ref>{{cite web |url=https://diablo-archive.fandom.com/wiki/Diablo_I#Equipment |title=Diablo I (Equipment) |author=<!--Not stated--> |date=n.d. |website=Diablo Wiki |access-date=2022-10-19 }}</ref>, and in ''Diablo II'' they were either grey (inferior), white (common), blue (magic), yellow (rare), orange (unique) or green (set).<ref>{{cite web |url=https://diablo-archive.fandom.com/wiki/Item_Quality |title=Item Quality |author=<!--Not stated--> |date=n.d. |website=Diablo Wiki |access-date=2022-10-19 }}</ref> Blizzard Entertainment later re-used the system for the 2004 game [[World of Warcraft]], with items being either grey (poor), white (common), green (uncommon), blue (rare), purple (epic) or orange (legendary).<ref>{{cite web |url=https://wowpedia.fandom.com/wiki/Quality |title=Quality |author=<!--Not stated--> |date=n.d. |website=Wowpedia |access-date=2022-10-19 }}</ref> Following ''World of Warcraft'''s popularity, most loot-driven games have since based their own system off this same color-coding hierarchy,<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]] | quote=They kind of used the same system for World of Warcraft, and then World of Warcraft came in and used our colors—and maybe added a few—but kind of built that tier system as well. So it piggybacked on Diablo II’s color scheme and made its own. Now everybody has their color scheme that’s very similar to WoW’s. }}</ref> (''[[Titan Quest]]''<ref>{{cite web |url=https://titanquest.fandom.com/wiki/Item_quality |title=Item quality |author=<!--Not stated--> |date=n.d. |website=Titan Quest Wiki |access-date=2022-10-19 }}</ref>, ''[[Borderlands (video game)|Borderlands]]''<ref>{{cite web |url=https://borderlands.fandom.com/wiki/Weapons#Rarity |title=Weapons (Rarity) |author=<!--Not stated--> |date=n.d. |website=Borderlands Wiki |access-date=2022-10-19 }}</ref>, ''[[Torchlight]]''<ref>{{cite web |url=https://torchlight.fandom.com/wiki/Item_quality |title=Item quality |author=<!--Not stated--> |date=n.d. |website=Torchlight Wiki |access-date=2022-10-19 }}</ref>, ''[[Destiny (video game)|Destiny]]''<ref>{{cite web |url=https://www.destinypedia.com/Rarity |title=Rarity |author=<!--Not stated--> |date=n.d. |website=Destinypedia |access-date=2022-10-19 }}</ref>, ''[[Grim Dawn]]''<ref>{{cite web |url=https://grimdawn.fandom.com/wiki/Items |title=Items |author=<!--Not stated--> |date=n.d. |website=Grim Dawn Wiki|access-date=2022-10-19 }}</ref>). The quality of loot often scales with the tiers but not always.
In [[role-playing video games]] or [[Loot shooter|loot shooters]], 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 is often 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> Most loot-driven games adopted the same color-coding hierarchy used by ''Diablo'', 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.


== Loot boxes ==
== Loot boxes ==

Revision as of 15:38, 19 October 2022

Characters discovering treasure in the game Trine 2

In video games, loot is the collection of items picked up by the player character that increase their power or level up their abilities, such as currency, spells, equipment and weapons. 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]

Functions

Early computer role-playing games such as SSI's Gold Box series rewarded player progress with in-game treasure, which was typically preset in the games' programming. Recent games tend to randomly or procedurally generate loot, with better loot such as more powerful weapons or stronger armor obtained from more difficult challenges. The random nature of loot was established in the roguelike genre of games and made mainstream through Blizzard Entertainment's Diablo which was based on roguelike design principles. Fixed items, determined essential for game progress, may also drop alongside random loot.[2]

In single-player games, loot 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. 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.[3] Players may choose to employ a loot system to distribute their spoils. In a PVP situation, loot may be taken from a defeated player.[3]

In role-playing video games or loot shooters, 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.[4] Loot is often 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.[5] Most loot-driven games adopted the same color-coding hierarchy used by Diablo, 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.[6] 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

  1. ^ a b Rogers, Scott (2014). Level up! : the guide to great video game design (2nd ed.). Hoboken: Wiley. p. 399. ISBN 9781118877210. OCLC 877770975.
  2. ^ Bycer, Josh (October 14, 2014). "Defining Loot Tables in ARPG Game Design". Gamasutra. Retrieved April 16, 2021.
  3. ^ a b "'City of Heroes' is a massively entertaining online success". Milwaukee Journal Sentinel. August 31, 2004. p. 3E. Retrieved Jan 31, 2010.
  4. ^ Sellers, Michael (2017). Advanced game design : a systems approach. Boston. ISBN 9780134668185. OCLC 1012108932.{{cite book}}: CS1 maint: location missing publisher (link)
  5. ^ 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)
  6. ^ Grayson, Nathan (April 16, 2021). "Why Video Game Loot Is So Addictive, According To The Creators Of Diablo". Kotaku. Retrieved April 16, 2021.