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Loot Theory In Modern Games

HDRL is running an analysis of loot systems in modern games. They talk about how in-game rewards, formerly the domain of RPGs and adventure games with powerups, have expanded to exist in every genre, as achievements and unlockable bonuses have become standard fare. "For the majority of gamers, once the novelty is gone, they move on. To keep players interested, rewards are required. ... The Diablo series is a perfect example of the theory in effect. Just as in the story of the donkey and the carrot, a game's rewards cannot be too frequent, nor can it be too infrequent. If rewards are too frequent, they lose value in the eyes of the player, and they lose interest. If the rewards are too infrequent, the player loses sight of the carrot, and likely loses motivation to keep playing."

3 of 111 comments (clear)

  1. WoW pretty much perfected it by dave562 · · Score: 4, Insightful
    When I first started playing WoW about two years ago I was very curious about why so many of my friends were hooked into the game. I knew a lot of people who had been playing since beta. I had avoided it because I knew my own inclinations to spending lots of time plugged into a game on the internet. When I took the plunge, my perception was tuned into what about the game would make it so addictive. After about thirty minutes it was completely obvious. The quests themselves were small enough to be completed in short amounts of time. There were numerous quests grouped around the same area so you get the sense of accomplishing more than one thing at once. Among the common quests were larger "thread" quests with multiple parts that introduced you to other areas of the game. In addition to the quests, the talent system hooks in new players because they can customize their characters. Many of the quests have item rewards to make the character slightly more powerful.

    Then the big hit of crack comes in... groups. All of a sudden things start going faster. With another person you're able to complete the quests more easily. You can tackle quests above your level with someone else that you would have had to wait to handle on your own. At that point the whole game world opens up. It isn't just about you fighting some monsters. It is all about you and whoever else you can make friends with getting things done together. Questing solo gets boring and you start looking forward to doing it with others. That becomes the biggest reward. The social dynamic enters into the game. The team work aspect enters into the game. That is the best loot of all... especially for gamers who might not have strong social lives to begin with. All of a sudden they belong and they have a purpose. I see it quite frequently in WoW. There will a young guy (usually) who will farm materials all day to make potions for the guild to use while raiding. That person will farm materials so that other guildies can make better items for themselves. That person dervives pleasure and a sense of belonging by contributing to the efforts of the guild.

  2. Re:Too Human knows this very well... by Bragador · · Score: 4, Insightful

    Yeah, Chrono Trigger was like that too...

    Actually, the loot system is simply old practices developped by casinos to keep their players gambling, but applied to video games.

    Games like WoW are very similar to gambling. You invest time and money and you receive a big reward infrequently. No wonder some players get addicted...

  3. What about no loot by neostorm · · Score: 4, Insightful

    This is something that's been bugging me for a while, I could care less about loot. One of the things that keeps me from playing online RPGs is that the only thing they have to offer is "more loot". Warcraft players just talk about the loot they've gotten, or will get, and I'm playing Lord of the Rings Online right now and it's much more of the same.

    We absolutely have to find a better reason to play than "loot". What about the joy of playing? What about the story? Are these things no longer important to us? Do we need that kind of reward to keep us in the game? I swear, games are becoming a sick reflection of our materialistic society in some ways.