It can deprive the player of the joy of exploration - of wandering into a cave with a secret door that leads underneath a waterfall with a chest that has awesome goodies inside. Randomized loot in D:OS2 can deprive the player of the satisfaction of getting great loot from a great battle. I think more of these static items need to be hand placed into the game world, on to bosses, in to secret areas, inside hidden chests. Skill books and most unique items are a squandered opportunity because far too many of them are available from traders that you can easily rob. In D:OS2's early/mid game, skill books fulfill some of the promise of "static" items because new skills greatly expand the utility of your characters and the synergy between them. There is a story behind the blade which you continue to write because it is now in your possession. You had to kill a dragon to get Carsomyr. BG2 is a good example by way of contrast because most of the loot in BGII is fixed and placed by hand.īG2 has very memorable loot like Carsomyr because you don't just randomly find it in a barrel and thank your lucky stars for this gift from the stats god. I think D:OS2's loot randomisation sabotages some of its gameplay systems and reward mechanisms. Their future attempts at success are beyond their ability to control, so why even play at all? If the outcome is entirely random, the player's actions have no meaning. The player of the game must be able to affect the outcome with their actions and decisions. Too much uncertainty is bad because it takes agency away from the player. The player can experience doubt over past successes because what if I fail next time? The player can hope for success despite slim odds. The odds might be in your favour, or stacked against you but the player can now experience a whole host of emotions they would never feel if the outcome was 100% certain. The outcome in either case is not certain. Or to put it another way, no matter how incompetent you are, it is still possible to fumble your way to success. It is based on the idea that no matter how competent you are, it is still possible to fail. At a fundamental level, this is the point of critical hit/miss systems. The purpose of randomness in games is to create uncertainty.Ī small amount of uncertainty is good because it facilitates emergent play - something unexpected happens and the player is confounded or surprised and must react. Though calling it 'unique' was quite a stretch in that respective. What I also remember is spotting a unique items in a birds nest or something like that and going to get it for my friend, which was a really good item and recrafting Swords of the Planet every few levels, which kept it relevant for the rest of the game for our Madora tank. I kind of liked the idea of improveable items in the first game, but the implementation was flawed sadly, because it was to difficult to improve them, without exactly knowing were to find. But because gear influences to heavily damage for physical fighters, it can't be to strong either. Gear from Bracchus is so old, it is understandable, that it is not uptodate and lost it's strength through aging. But turns out it is garbage because it gives +2 for One handed.Ī unique item should not last for the entire game, but it should last at least for a longer part of the game. What I hate most about D:OS: Items are two random. Which kept them even worthwile on higherlevels even if they would have been outleveled otherwise. If gathered set items and equipped them, they gave even more benefits. What I loved most about Diablo was probably 'set items'.
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