Loot (video games)
In video games, loot describes valuable items picked up by the player character over the course of the game, such as in-game currency, spells, equipment and weapons. In single-player games, it is often obtained as treasure through exploration or looted from defeated enemies,[1] and loot is considered distinct from items purchased from in-game shops.
Loot is meant to reward the player for progressing in the game, and can be of superior quality to items that can be purchased. It can also be part of an upgrade system that permanently increases the player's abilities.[1]
In multiplayer games, loot may be provided in such a manner that only one player may acquire any given item. "Ninja-looting" is the resulting practice of looting items off enemies defeated by other players.[2] Players may choose to employ a loot system to distribute their spoils. In a PVP situation, loot may be taken from a defeated player.[2]
In role-playing video games, loot often forms the core economy of the game, in which the player fights to obtain loot and then uses it to purchase other items.[3] Loot may often be assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. The concept of color-coded loot rarity was popularized with the 1996 game Diablo, whose designer, David Brevik, took the idea from the roguelike video game Angband.[4] Many games follow a somewhat consistent color hierarchy such as white/grey for Common, green for Uncommon, blue for Rare, purple for Legendary, and then some variation of orange, yellow, or gold to denote the highest tier. The quality of loot often scales with the tiers but not always.
Loot boxes
Loot boxes are a particular type of randomized loot system that consists of boxes that can be unlocked through normal play, or by purchasing more via microtransaction. They originated in massively multiplayer online role-playing games and mobile games, but have since been adopted by many AAA console games in recent years. The system has garnered a great deal of controversy for being too similar to gambling, along with giving players a means to circumvent normal progression through additional monetary transactions. Games that allow for certain players to have unfair advantages over other players via paid loot boxes are referred to as "pay-to-win" by critics.
References
- Rogers, Scott (2014). Level up! : the guide to great video game design (2nd ed.). Hoboken: Wiley. p. 399. ISBN 9781118877210. OCLC 877770975.
- "'City of Heroes' is a massively entertaining online success". Milwaukee Journal Sentinel. August 31, 2004. p. 3E. Retrieved Jan 31, 2010.
- Sellers, Michael (2017). Advanced game design : a systems approach. Boston. ISBN 9780134668185. OCLC 1012108932.
- Hanson, Ben (16 May 2019). "GI Show – Rage 2, Final Fantasy VII, David Brevik Interview". Game Informer. At 2:37:05. Retrieved 19 May 2019.CS1 maint: location (link)