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."
On Newgrounds, many of the new flash games posted there have an achievements system, it's like they have to have it these days. And that is a good thing imho, I enjoy getting these too. The game will have more play value for me due to wanting to achieve these things. It's not like we're drones made to play games right? The achievements make it fun, and that's good. Right?
I like using other peoples loot. I also like making my own loot.
Games like that are ones that allow hacking around with the game to make new mods and redesign the game.
Who here still lays Mechwarrior 3? Betcha not many. Now, how many play Total Annihilation? Knowing about the multitude of mod sites and Spring, quite a lot.
There's no unlockables in TA, other than mission mode and the tiers of technology, but that's expected in RTS'es. There's no hidden 3rd faction or hidden maps.
And trust me, loading a completely new mod on the network and playing 6 friends on a mod that we've never seen is crazy as hell in a great way.
I'm pretty sure this must still happen in things like wow
The problem with such stuff in WoW and such games is that the really great loot drops when you're not around. You hear about how a friend of a friend recently got [insert awesome item] and drool. Even if you didn't get that item, the fact that you're reminded that it's around, and that OTHER people are finding it keeps your hopes up. We're like rats in a big room lever pressing for snacks. Other rats getting one is a "reward" of sorts for us, and keeps us working hard in the hopes of being similarily rewarded.
That's what I hate about CoD4. When you start, not only it's hard to fight more experienced player, but on top of that they have better weapons, perks and all that. So what happens is that you're really widening the gap between experienced players, which means the "noobs" get "pwned" a lot more than they naturally should. I think that sort of system is pretty weak, and it calls for a rethinking of it.
Don't get me wrong, I'm not talking about removing that sort of promotion, or even reversing it. No, rather, I think it has to be approached differently. I won't solve the problem in 5 minutes of thinking time, but an idea could be instead of giving you an edge that makes you an even more deadly killing machine than you already were, you could gain access to new skills, no responsibilities, new capabilities that wouldn't make you more deadly a soldier but nevertheless achieve new things by gaining strategical advantages, i.e. you could gain some sort of intelligence and leadership others don't get so you could turn into a sort of leader. If you look at it, in CoD4 as you climb the rank ladder all you get is better guns and such. They could at least get some inspiration from reality, when you become a colonel in the Marines they don't reward you with an AK-47 and better ammo.
You just got troll'd!