Loot generation or variety is based on the following properties: Getting higher tier loot is done by killing elite enemies, bosses and completing rifts, with crafting as a side. The primary attribute of your character will determine the viability of any loot that you find along with special affixes that give them unique properties. This also means that all loot and enemy stats are constantly scaling and keeping pace with your level.
The higher your level, the better the loot table you’ll get items from. In Diablo 3, loot generation is randomly generated based on a linear foundation of loot tables. For today’s post I want to look at two very different games and how they both have opposite problems when it comes to loot design.īefore we talk more in detail, here is a primer on both games for those who haven’t played them. Because loot is tied to progression it is vital that the developer gets it right in order to keep someone invested in playing.
Numerous times in the past I’ve talked about the importance of good loot design when it comes to ARPG or RPG game design.