Recently I've noticed a peculiar and, to me, a horrible trend in the implementation of items in RPGs. Firstly, the mechanics - any recent RPG that I've played (admittedly not many, namely Divinity: Original Sin, Diablo 3, the new expansion to WoW, DA:I (I haven't gotten far, it's mostly unplayable because of a misallocation of resources problem the game has on the PC) and as far as I know the new expansion to ToR) have a loot system that is far too random which detracts not only from the atmosphere of the game, but also the mechanics. This is most glaring in single player games like D:OS, Diablo 3 and DA:I where all items feel interchangeable and "not special enough". Even if they have a "named" item the stats on it are random. Not only that but "named" items in general are either very rarely implemented or drop completely randomly which removes the "anticipation" of getting it. It also adds an unnecessary level of "grind feeling" to the game.
I don't know exactly how to formulate the problem I have with this because it's fairly abstract and concerns the "feel" of the RPG rather than anything else. It also makes it fairly impossible to build a character around a specific set of items because you have no guarantee that you are ever going to get them or, where the loot system is ENTIRELY random, impossible to build a character around items at all. It's not only the mechanics that are at a disadvantage of course, but the unsubstantial "feel" of the items themselves. It also devalues boss loot when the bosses drop nothing unique and in turn cheapens the boss itself.
Secondly - the art design. All of the games I mentioned have a distinct lack of unique armor and weapon designs in terms of visuals. 99% of items are the same model but painted differently. (though I'm not sure about Diablo 3 since I didn't like the whole art direction of the game and only played the free trial thing Blizz have going on). Maybe this concerns budget and it probably does, but it still bugs me.
How do you feel about this? Do you think this adds "replayability" or is it because of something else? Does it bug you at all?
I don't know exactly how to formulate the problem I have with this because it's fairly abstract and concerns the "feel" of the RPG rather than anything else. It also makes it fairly impossible to build a character around a specific set of items because you have no guarantee that you are ever going to get them or, where the loot system is ENTIRELY random, impossible to build a character around items at all. It's not only the mechanics that are at a disadvantage of course, but the unsubstantial "feel" of the items themselves. It also devalues boss loot when the bosses drop nothing unique and in turn cheapens the boss itself.
Secondly - the art design. All of the games I mentioned have a distinct lack of unique armor and weapon designs in terms of visuals. 99% of items are the same model but painted differently. (though I'm not sure about Diablo 3 since I didn't like the whole art direction of the game and only played the free trial thing Blizz have going on). Maybe this concerns budget and it probably does, but it still bugs me.
How do you feel about this? Do you think this adds "replayability" or is it because of something else? Does it bug you at all?