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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. It really is true by Lord+Lode · · Score: 5, Interesting

    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?

  2. Hot Booty Theory by Anonymous Coward · · Score: 5, Funny

    In addition the Booty Theory also works, if your audience is male.

    The way it works is: Add lots of hot women into your game.

    You can mix the two, to get the Booty Loot Theory, in which the in-game character gets laid a lot.

    1. Re:Hot Booty Theory by Creepy+Crawler · · Score: 5, Funny

      That's called Leisure Suit Larry.

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