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  The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot
by Josh Bycer on 02/08/12 04:27:00 pm   Expert Blogs   Featured Blogs
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  Posted 02/08/12 04:27:00 pm
 

As I've been counting the minutes for either Diablo 3 or Torchlight 2 to be released, I ran through Torchlight 1. Playing it, I noticed several things that didn't seem right with the mechanics that I wanted to take a closer look at.

When it comes to the action RPG genre, any fan knows about the cycle: you fight enemies to get loot to help you level up and repeat. In other words, the magic phrase is: Fight, Loot, and Level. If any of those three are not represented correctly, it can bring the experience down. We're going to ignore "Fight" for this post, as everyone should know what is good or bad about it.

Loot is the big one, and is one of the main draws of any action RPG. With loot, there are two schools of design: set or random. Set loot, means that the designers hard coded every item, piece of equipment and weapon in the entire game. Demon's Souls and Dark Souls are currently the best examples of this practice.

The advantage of set design is that by knowing every piece of gear in the game, it gives the designers freedom to get creative. In Dark Souls, each weapon type is unique in its feel and utility. This also allowed the designers to easily set up a general pace of getting equipment and balancing it out with enemy encounters.

There are two disadvantages to set loot design. First is that it has a cap, there is such a thing as the "best sword in the game" or "best piece of armor". Meaning, that eventually the drive for better loot disappears, which is one third of the pull of playing action RPGs. Playing Demon's Souls; I lost a lot of the motivation to continue playing new game +s as there is no new equipment to find.

The other has to do with PvP; set loot largely turns PvP into a race to get the best loot before anyone else. When I played PvP in Dark Souls, no matter how great I was at avoiding damage, all it took was one hit from someone’s high level weapon to kill me instantly. This forced me out of PvP until I could grab better weapons which would take awhile.

Randomized loot design which is used in most action RPGs, is that instead of defining set pieces of gear in the game. The designers set up algorithms for loot generations. If you look at Diablo 2, every item that has unique stats or bonuses comes with a prefix/suffix or prefixes, such as "burning" or "spiked". These adjectives defined what kinds of bonuses are attached to the gear and from there the weapon is given the amount of that type. That means that my "freezing, burning axe" could be different from your "freezing burning axe". Items are also graded in terms of rarity. This allowed the player to quickly see what equipment is more powerful and affects the bonuses from the adjectives. Diablo 2's loot table is still one of the best of the genre with all the variables that go into generating loot.

Obviously the big advantage of randomized loot is replay ability. You never know if that chest or enemy will drop some super piece of gear. New gear provides both a visual boost (better gear = shiner avatar) and of course the stat boost. With Diablo 2, the harder the difficulty level, the chance of finding rarer gear is increased further encouraging play.

The problems with random loot and where Torchlight fits into this post, is that there is more to it than just creating random gear. In order for loot to motivate people, there must be an ascending trend of power over time. Meaning the further the player gets, the better the loot they find.

In Torchlight the loot table was not as refined as Diablo 2 was. For example while playing on hardcore mode; I used a chest armor I found within the first 5 floors of the game, as my only piece of chest armor for the entire game. While the idea of being able to find any equipment anywhere in the game sounds good on paper, it does cause two problems.

First is that it breaks the flow of the game. Enemies are designed around the generalized loot in the area. Meaning, if the best armor in the area can only block 3 points of damage, then enemies shouldn't be set at dealing 30 damage per hit. If the loot table isn't balanced with the enemies it can lead to the player either demolishing everything, or barely able to survive. Not properly balancing loot and enemies also makes it difficult to determine where to introduce new enemies or strengthen existing ones.

That leads to problem two, having the randomized element of the game work against the player. In Torchlight, my first character on very hard difficulty did not get lucky finding new pistols and armor to use. I went 5 floors using the same gun and armor. When I arrived in a new area, I could barely kill anything and enemies were nearly killing me with each hit.

The problem with Torchlight is that the loot table is not ascending as much as Diablo 2. If I find a rare item on floor 3 in Torchlight and another on floor 5, there is a good chance the former is as powerful or stronger then the latter. However in Diablo 2, finding a rare sword at the beginning of an act and at the end, you are practically guaranteed that the latter is stronger than the former.

Looking deeper at Torchlight one of the problem areas I saw has to do with the types of rarity. Ignoring normal or white weapons Torchlight has the following categories: green for magical, blue for rare, gold for unique, and purple for set items (items that go together.) The problem with this is that with only a few categories, it makes it harder to find better gear.

If you get lucky and get gold equipment early on, chances are you won't find anything to replace it for a long time (such as 4 or 5 floors or more). Likewise if you are stuck with a blue or green item, you're going to find plenty of them which may or may not be better then what you have. Due to the rate of finding blue items which most unique monsters drop, it lowers the value of green items outside of the very beginning of the game.

Another issue with Torchlight is that there is more quantity then quality with loot. Some unique enemies and chests drop multiple pieces of the same equipment type all within the same level range. This makes it a crap shoot when it comes to getting new gear. Sometimes you'll find something that is miles above what you have, and other times you'll find 2 or more pieces of equipment equal to or worse then what you have. As an example while fighting level 11 enemies, I saw loot as low as level 8 dropping. If the quality of loot increased at a faster rate, that would elevate some of the issues.

Going back to Diablo 2 it had the following categories (not counting normal or low quality): high quality, magical, rare, set and unique. That's 5 to Torchlight's 4, meaning there is a greater spread of items to find. In Torchlight my chance of getting a unique item to replace a rare is low. However in Diablo 2, I have a much greater chance of replacing my high quality item with something better. Combine that with the quality of loot rising at a fast pace, makes the hunt for loot an enjoyable one and not an act of necessity.

The challenge of using loot as a motivator is that the player shouldn't be surviving from one piece to another, and at the same time, going hours using the same gear also doesn't work. That does it for part one, in part two we'll take a look at leveling and see if Diablo 2 still stands as the best in this area.

Josh Bycer.

 
 
Comments

Anatoly Ropotov
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Great thoughts! Could you recommend any single player RPGs that have longer "turn-around" time for items? E.g. an item stays in the game for a whole chapter, but a player is focused on its endless improvement/enchanting before new more powerful items are introduced that need to be pushed further?

Josh Bycer
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Ironically enough despite its loot problem, Torchlight does have that option in the form of the enchanter. When you use the enchanter it has a chance of giving a new bonus to an item, or adding a socket to it for inserting gems. The downside is that with each successful enchant on an item, the chance that the enchanter will remove all bonuses from the item will increase.



Both Demon's Souls and Dark Souls has this to an extent with being able to upgrade weapons. Personally I prefer Demon's Souls as there was more variety in terms of upgrades. However, because the loot was set, there is a limit with how far you can enhance weapons.



Also while not as focused on the player's choice. Din's Curse had a class of items that would upgrade base on use called "Ego Items". If you used an Ego weapon, it would have its stats improve ever so often.

Eric Schwarz
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Many action RPGs, especially post-Diablo II, have big issues with random loot. I totally understand the need to keep the player interested - loot is what drives so many of these games, and having a shiny new item to check out every few minutes is fun. However, over the long term this can quickly turn to tedium as so few items are genuinely useful. Torchlight, Titan Quest, and just recently Kingdoms of Amalur - why even bother when you can just give the player crafting items or gold instead? That's what it all turns into anyway, and would just save those annoying trips to town.



I think the big problem isn't so much that games have too much loot, but the wrong kinds of loot. Almost all action RPGs, by virtue of being about action, are heavily focused on combat. So, what sorts of items can we give the player? Weapons and armour are the obvious choices, along with potions and a few other utility items. Unfortunately, the action RPG gameplay isn't encompassing enough to offer the player more than that, and the rulesets of modern games are often not complex enough to provide true versatility.



Older Infinity Engine games like Icewind Dale had randomized loot, but it worked out because the D&D rules allowed for all kinds of cool trinkets and effects. There are magic items, sure, but so much of the best gear took the form of consumables (potions, scrolls, etc.) and the combat was complex enough that you actually needed to take advantage of these in order to win, rather than hack and slash your way to victory. In modern games, an enemy with an elemental resistance might take one or two extra hits to kill... in one of those old-school games, you'd be lucky to survive more than a few seconds if you were ill-prepared. Why bother with all that loot if you can get all the same utility from a healing potion?



Considering too that the pace of newer games is faster and faster (partially a race to the bottom with other games, partially a result of sequels catering to players who are familiar with the existing mechanics), this means that the player will have to burn through even more enemies to progress, and go through game content more quickly. Instead of specific encounters that require some smart strategy to complete, we have dozens and dozens of filler enemies with only minor differentiating points between them.



It goes beyond that, though. Let's also not forget the fear of inconveniencing the player; death in newer RPGs is rare, and god forbid you afflict the player with a disease or other long-term negative status effect. In such a world, loot goes from being less about utility and survival - "what items do I need to solve this encounter-puzzle?" - and more about acquiring things, i.e. money and XP, which often ultimately ends up as grinding for the sake of grinding. In such an equation, and with such limited uses for loot, eventually you're almost guaranteed to run into the problem of simply having too much junk for the player.



I think, barring building more complexity and challenge into combat (since I'm not sure that is going to work with the mass market audiences RPGs appeal to today), there simply need to be more options open to players, and those options need to feel valuable and legitimate. Let players make up for their weaknesses with consumable items that are actually useful, rather than vendor trash - a rare but valuable potion that gives 3x damage resistance for one fight is more useful than 20 potions giving +10% each, for example. You can also take the Fallout route of building more alternatives to combat itself, like stealth, or skill checks to bypass objectives (repair the elevator to skip the battle), etc., and while that requires more robust mechanics in general, every additional system you have gives opportunity to make that loot better and more useful.

Josh Bycer
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I think the challenge with consumables comes down to how powerful and rare should they be. One of the common remarks in RPGs is the hoarder complex, where players will hoard any consumable items because they never know when they'll actually use them.



They need to be powerful enough to make a difference, but not too rare that the player will have to hoard their items. I felt that the first Witcher struck that balance pretty well with the variety of potions and how alcohol was the base requirement.

Eric Schwarz
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The Witcher's potions were an interesting take on crafting. They were necessary to survive the endgame on normal and basically the entire game on hard, and encouraged a lot of experimentation since the risks and benefits were pretty low and high, respectively. If you don't like a potion, well, don't worry, it's just a few herbs and some alcohol. The big limiter in that game was actually money, and not ingredients themselves, so you still couldn't spam tons of potions (and the toxicity mechanic also encouraged smart use). To this day it's probably the only crafting-style mechanic I really found myself indulging in to any great effect, except maybe for Arcanum and Gothic/Risen.



I think the hoarder complex can be countered simply by making those consumables necessary. In Baldur's Gate, or Icewind Dale, you needed all those potions or you would most likely die during the difficult encounters, and being able to launch a fireball even without a spell available was a huge boon as well. Current games are generally intended to allow the player to simply mash the A button to victory, and so those consumables go unused because at best you're just killing the enemy a few seconds quicker. Instant-healing items also tend to nullify any alternate item types - why bother with a barkskin potion when you have a hundred health potions waiting to be spammed, after all?

Chicken Soup
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Thanks for the article, I hope you'll look into Action RPG level designs in a following analysises :)


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