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Loot (video games)

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]

Characters discovering treasure in the game Trine 2

Functions edit

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 initially popularized with the 1996 game Diablo and its 2000 sequel Diablo II, whose designer, David Brevik, took the idea from the roguelike video game Angband.[5] In Diablo, equippable items were either white (normal), blue (magic) or gold (unique), and Diablo II expanded on this with either grey (inferior), white (common), blue (magic), yellow (rare), orange (unique) or green (set). Blizzard Entertainment later re-used the system for the 2004 game World of Warcraft, where items were either grey (poor), white (common), green (uncommon), blue (rare), purple (epic) or orange (legendary). Following World of Warcraft's popularity, most loot-driven games have since based their own system off this same color-coding hierarchy,[6] (e.g. Titan Quest, Borderlands, Overwatch, Torchlight, Destiny, and Fortnite).[7] The quality of loot often scales with the tiers but not always.

Loot boxes edit

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 edit

  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. from the original on April 16, 2021. Retrieved April 16, 2021.
  3. ^ a b . Milwaukee Journal Sentinel. August 31, 2004. p. 3E. Archived from the original on May 18, 2016. 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. from the original on 19 May 2019. Retrieved 19 May 2019.{{cite magazine}}: CS1 maint: location (link)
  6. ^ Grayson, Nathan (April 16, 2021). "Why Video Game Loot Is So Addictive, According To The Creators Of Diablo". Kotaku. from the original on April 16, 2021. Retrieved April 16, 2021.
  7. ^ Wright, Steven (January 20, 2020). "How Color-Coded Loot Conquered Gaming". GameSpot. from the original on October 21, 2022. Retrieved October 20, 2022.

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For consumable virtual items in videogames see Loot box 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 Characters discovering treasure in the game Trine 2Functions editEarly 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 initially popularized with the 1996 game Diablo and its 2000 sequel Diablo II whose designer David Brevik took the idea from the roguelike video game Angband 5 In Diablo equippable items were either white normal blue magic or gold unique and Diablo II expanded on this with either grey inferior white common blue magic yellow rare orange unique or green set Blizzard Entertainment later re used the system for the 2004 game World of Warcraft where items were either grey poor white common green uncommon blue rare purple epic or orange legendary Following World of Warcraft s popularity most loot driven games have since based their own system off this same color coding hierarchy 6 e g Titan Quest Borderlands Overwatch Torchlight Destiny and Fortnite 7 The quality of loot often scales with the tiers but not always Loot boxes editMain article Loot box 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 edit a b Rogers Scott 2014 Level up the guide to great video game design 2nd ed Hoboken Wiley p 399 ISBN 9781118877210 OCLC 877770975 Bycer Josh October 14 2014 Defining Loot Tables in ARPG Game Design Gamasutra Archived from the original on April 16 2021 Retrieved April 16 2021 a b City of Heroes is a massively entertaining online success Milwaukee Journal Sentinel August 31 2004 p 3E Archived from the original on May 18 2016 Retrieved Jan 31 2010 Sellers Michael 2017 Advanced game design a systems approach Boston ISBN 9780134668185 OCLC 1012108932 a href Template Cite book html title Template Cite book cite book a 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 Archived from the original on 19 May 2019 Retrieved 19 May 2019 a href Template Cite magazine html title Template Cite magazine cite magazine a CS1 maint location link Grayson Nathan April 16 2021 Why Video Game Loot Is So Addictive According To The Creators Of Diablo Kotaku Archived from the original on April 16 2021 Retrieved April 16 2021 Wright Steven January 20 2020 How Color Coded Loot Conquered Gaming GameSpot Archived from the original on October 21 2022 Retrieved October 20 2022 Retrieved from https en wikipedia org w index php title Loot video games amp oldid 1212788321, wikipedia, wiki, book, books, library,

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