Poll: What's the point of loot in RPGs?

Deathkingo

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Spectrum_Prez said:
Doesn't anybody get the feeling though that if an RPG is too loot-oriented it utterly breaks any sense of realism left in the game? And I don't mean the small problems with realism i.e. why did this wolf have a pistol on him/why did this thug have a better sword than his boss. I mean the larger overall problem: people in situations that RPGs often throw you into (save the world, yadda yadda) don't do what they do for material objects, they do it out of a sense of duty or personal achievement. I just feel this cheapens the whole premise of many RPGs.
In a sense, yes. This is why I liked Morrowind so much, because it had a little tendency to give 2 dogs a magic fire ring. However, I think that creatures dropping loot has become so much as a part of the genre, that people overlook it, and it becomes an accepted occurrence. Bard's Tale sure had fun with it, though. But no, it does not seem to break the realism, because we all know we are playing a game. And, chances are, if the game was going for realism, then it would not have a sword jettison out from the corpse of a slain ant.
 

open trap

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Feb 26, 2009
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do you know how hard fallout 3 would be with out loot. u would have almost no ammo and cash shortages
 

TPiddy

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I absolutely love loot in games, and in games like Diablo and Borderlands, where some of the best loot can't be bought, but only found, then loot itself becomes a tradeable commodity, adding another level of interactivity. Loot is less important in single player games.
 

MrPop

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Glefistus said:
MrPop said:
Glefistus said:
But I need all of those cure disease scrolls to survive Blighted Cliff Racer attacks!
Pft. Well you should have been an Argonian like me then!
But as a DElf I get better standing with other DElves, who make up the majority of NPCs in Vvardenfell. Also, this way I am not an N'wah.
:O How dare you! Although it is also a bit stupid to be an Argonian since by playing through the main game you get immune to disease. =P
 

Spitfire175

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Spectrum_Prez said:
Doesn't anybody get the feeling though that if an RPG is too loot-oriented it utterly breaks any sense of realism left in the game? And I don't mean the small problems with realism i.e. why did this wolf have a pistol on him/why did this thug have a better sword than his boss. I mean the larger overall problem: people in situations that RPGs often throw you into (save the world, yadda yadda) don't do what they do for material objects, they do it out of a sense of duty or personal achievement. I just feel this cheapens the whole premise of many RPGs.
That doesn't make a whole a lotta sense. OF the characters aet out to save the world, of course they are always on the lookout for more effective ways of actually saving the world. Even in less loot orientated games like the Withcher, money is still very important and sometimes very useful.
 

Spectrum_Prez

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Aug 19, 2009
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Spitfire175 said:
That doesn't make a whole a lotta sense. OF the characters aet out to save the world, of course they are always on the lookout for more effective ways of actually saving the world. Even in less loot orientated games like the Withcher, money is still very important and sometimes very useful.
Well, yes, they may be on the lookout, but when developers make loot drops an essential part of improving your character, you end up spending a whole lot of time obsessing over mere things, rather than the story, the development of the character, or interactions with the world/NPCs. Money isn't the same as loot, money is fungible (i.e. it's uniform and can be changed from one form to another and easily used or transferred) while loot isn't because each piece is unique. There are many ways to write in how the hero(es) of the story improve their gear without forcing players to grind and grind away trying to get that one random drop that works just right with their play style and/or stats. I'm thinking of enchanting in TES games, or runes + items with slots - things that cost money to do/get and don't force you into a certain repetitive playing style.
 

FoolKiller

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I voted OPTIONAL.

Having said that I believe in many cases it is realistic for an RPG. Remember, RP means Role Playing. If I had to really go and do stuff, I would want to go through every enemy's wallet and stuff to see if I can get anything useful.

My only complaint is when things happen the way they do in games like Mass Effect. Here is the problem:

Game: Congratulations, you are now a Spectre. An elite warrior in the alliance.
Me: I wants the good guns and armour.
Game: You need to save up to buy the Spectre Master Gear.
Me: Fuck you. I work as a Spectre, I should get all this gear for free.... and I should get a fucking salary. I already have carte blanche to do anything to anyone but you won't fund me financially....WTF?
 

curty129

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Captain Pancake said:
ItsAPaul said:
It'll be around for the "holy crap look what dropped" factor the one time a rare item drops with all useful stats for you. I do prefer for it to not be a deciding factor in progressing, but luckily the only game I play where it really does (WoW) is making it stupidly easy to gear up, to the point where skill is the only real factor anymore.
Are you sure? I didn't really think there was any skill involved in WoW, just commitment.
Meh, not skill. Fast internet and a bit of strategic planning.
 

LeQuack_Is_Back

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Loot is definetly important in Mount & Blade, as even after you've got lordly armor and masterwork weapons for yourself, you still need to equip your hero followers, who generally use different gear anyway. Besides, past a certain point in that game, leveling takes FOREVER, so if you find equipment that lets you take 1 more hit or score 1 more kill, it's still a welcomed improvement.

In general, I'd say yes, as long as the new items are interesting enough to set them apart from whatever you've got currently. Like when I beat some bandits in FO2 and found an M60 on one of 'em (when we were all armed with SMGs).
 

Above

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Oct 3, 2009
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i love loot,because of reasons...

1.makes you feel like a theif fnarr fnarr

2.its more realistic,it be kinda stupid if somehow you killed the richest person in the game and he was carrying nothing. :/

3.there would be no real reason to explore the game,dungeons,realms etc.

4.and on most games i live of loot,selling say "bunny ears" for 3g each,when the sword i need is 40k of gold -.-
 

Deleted

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Jul 25, 2009
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When your inventory is full of the 'body part of dead monster' then you'll start to realize that maybe you don't need to pick up everything you see.
 

Sion_Barzahd

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Jul 2, 2008
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Far as MMOs go, loot is pretty damn important, but for a game which is single player only i.e. oblivion, mass effect etc.
Not so much.

Loot on an MMO can either make you all the more unique compared to another player, or be the whole reason you repeat a dungeon you'd rather never return to. Its a motivation to play.

Personally i don't think MMOs should've been died in with box-standard RPGs cause they are differnt in almost every way possible.
 
Feb 13, 2008
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Spectrum_Prez said:
I'm interested in knowing what people think about the whole concept of 'loot' and its relationship with the way RPGs are designed and enjoyed.
*points to your badges* There ya go :)
 

DracoSuave

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Jan 26, 2009
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Douk said:
When your inventory is full of the 'body part of dead monster' then you'll start to realize that maybe you don't need to pick up everything you see.
DO IT ANYWAYS THAT SHIT'LL SELL AND YOU CAN USE THE MONEY TO BUY A POTION


Seriously tho, it depends on the RPG. I like -some- randomized loot because it adds an unknown element to your adventure. This enhances replayability. The -story- might not change, but sometimes the right piece of loot can go so far as completely change the -way- you play the game. This is a -good thing.-

In terms of non-randomized loot, you know what? I -like- going on subquests and getting neato swords of power and awesomeness for my paladin to use to slay his enemies. It was fun in 1990whatever when I was playing Cecil and trying to save the world from GOLBEZ AND HIS EVIL PLOT, and you know what? It's still fun now. I like doing that sort of thing.

So, why loot? Because loot is fun.

Do you need a reason other than that? No. It's a damn game. Games are about fun.
 

Spectrum_Prez

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Aug 19, 2009
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The_root_of_all_evil said:
Spectrum_Prez said:
I'm interested in knowing what people think about the whole concept of 'loot' and its relationship with the way RPGs are designed and enjoyed.
*points to your badges* There ya go :)
This thread will definitely earn me two new badges :) , but your analogy is flawed.
Loot is random, its something the game spews out in a way so that you always expect something better the next time or at least something different. Badges are earned based on certain landmarks you pass and the reward is always predictable. If only 1/10 of people who create a thread with 50 replies got a badge, then that would be like a loot system. Or if there were numerous different possible icons for each individual badge, so that people redid things constantly in order to get a 'better' icon.
 
Feb 13, 2008
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Spectrum_Prez said:
This thread will definitely earn me two new badges :) , but your analogy is flawed.
Loot is random, its something the game spews out in a way so that you always expect something better the next time or at least something different. Badges are earned based on certain landmarks you pass and the reward is always predictable. If only 1/10 of people who create a thread with 50 replies got a badge, then that would be like a loot system. Or if there were numerous different possible icons for each individual badge, so that people redid things constantly in order to get a 'better' icon.
Only minorly flawed, and that's the reason for an analogy. You're still heading for a clear goal that nets you an award that makes minimal distinction to others but means something to you.

If I want to get the "Inferno" badge, I'm going to have to have multiple attempts before one of my threads will "drop" a badge.
 

Jandau

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Dec 19, 2008
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Loot is one of the aspects of character building that is usually an integral part of basic RPG mechanics. Some games focus on it to a larger extent than others, some not so much. Hell, I can see an RPG where loot isn't "looted" but rather the character(s) get their gear updated through plot events.

However, mixing and matching items to get your character to look the way you want him and have the stats you want him to have is right up there with customizing his skills abilities and whatnot. It's not mandatory, but damn do we like it! :)
 

Darktan2112

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Nov 26, 2009
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I personally get upset when I see things blatantly on the corpse's body that are impossible to loot. Is rigor mortis really that strong that I can't pull that epic looking hammer from his grip? Or am I just too nice of a guy to steal from the dead? Because, to be realistic, I'm not.