Introduction:
Torchlight is an amazingly fun game - it's simple, easy to play, well paced... and monsters drop rare items like there's no tomorrow.
Torchlight rewards its players for playing, there is no doubt there. Hell, it rewards you for letting your pet kill everything.
But is it too much?
The following is a fairly common sight in Torchlight, especially if you have just killed a boss ora large mob of tough enemies:
Many players when discussing Torchlight say "It's great fun, there's a lot of loot!" but then "There's too much downtime when trying to sort your loot".
So, while Torchlight is great fun as you're accumulating all these items, trying to sort through them is a bit of a chore.
How much Loot is too much?
Well, this depends on the game - but there is rarely such a thing as a severe case of "too much reward" as long as some basic systems are implemented.
First let's look at the cons of over-rewarding, with the cons of under-rewarding.
Over-Rewarding:
- Can make players too powerful for their current place in the game.
- Can make challenges easier than was intended.
- "It's too noob-friendly"
- Can overwhelm players.
- Can lower player's excitement when loot drops.
Under-Rewarding:
- Makes players feel as if they haven't progressed in the game.
- Makes players feel unrewarded (well.... of course)
- Can force players to grind for rewards, rather than playing the game and enjoying it.
As you can see, it's better to over-reward than under-reward.
Simple System to Combat Over-Rewarding
Out of the 4 problems, the first two pertain to the player outgrowing the current state of the game - and becoming too powerful, or having alternate ways to navigate puzzles and challenges that defeat the purpose of the challenge.
The 3rd isn't really a problem - but a faulty attitude that some developers have. Developers shouldn't have it in for new players, and they shouldn't force players to jump through hoops to play their game. They should encourage different styles of play. End of rant about anti-player developers.
The fourth and fifth points are problems associated with Torchlight, and can be fixed in a couple of ways, which I'll get to later.
The best way to fix the player becoming to powerful for the game are:
Level Caps (in a random drop system)
Level caps make random drop systems. You cannot have a random drop system without some kind of level limit on equipment - otherwise yes, a level 8 Zombie might just drop a level 10 Hand Cannon. Other systems rely on level limits as well, such as trading systems - so that veteran players cannot give newer players their high level gear.
For looting systems, I think a good idea is to make a double-security system.
You can limit players from obtaining high level items by:
- Stopping them from dropping.
- Giving items a level cap, so only players of a certain level and higher can use them.
The second part is simple, and essential. I don't feel like I need to explain it at all.
The first can be more complex.
Many developers will instinctively say "Well, restrict drops to be that player's level and under." Though, while this works, there are definite reasons for making the system a little more complex. One such reason is that when a player gets an item that is really useful - but that is of a higher level than they are, they strive to wear it, and in fact make it another goal to aspire to.
Since they already have the item, and the goal is made up by the player, it's like a freebie reward that keeps the player playing with no additional work from the developer.
Just be mindful, you must restrict the items that can drop for the player. A Level 8 player is probably going to have forgotten about a Level 60 Chest-piece by the time they are able to wear it - and if all items are in the pool to be randomly dropped, your player may not find any relevant to his current place in the game, when he needs them.
A good idea is to make it so that only items a maximum of 5-6 levels away (though, this depends on your game and the speed of leveling) can be dropped. Also, a good idea is to make the system such that items 6 levels higher than the player are quite rare, while, items one level higher are more common.
Clamping the drop system around the lower limit range is important too, as, players don't want to be finding Level 8 items as a Level 10. For this reason, you may want to make it so no common items (of low standard) are dropped when the player is of a higher level. Rare items with special traits though, can perhaps take up a part of the random drop pool.
Common Sense (in a fixed drop system)
If there is no randomness to your equipment acquisition system, and your player is gaining items before they should - then... well.... that is a problem easily solved.
If you know a player shouldn't get a Rocket Launcher before Level 20, and you feel you need to reward them more... do not give them the Rocket Launcher during Level 18. Balance is the top priority - use your common sense and work out another reward to give your player.
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If the player is suffering from having simply too many items, the following systems could be implemented.
Selective Item Drops:
This system involves altering the probabilities that various items will drop, and is often accompanied by the drop rate being lowered. This essentially gives the effect of dropping all of the good items that the player wants (they feel rewarded), while hindering the probability of a 'trash item' dropping (the player has less to manage).
Obviously, items of a lower level than the player are going to be seen as trash, unless there are very unique traits on the item. As already explained, low level items should be somewhat uncommon.
A smart way of weeding out irrelevant item drops would also be to evaluate the player's character. Essentially, lower the probability of items that the player cannot (or will not) use, and raise the probability of a more useful item dropping. An example would be a player playing the staple Mage, rarely getting Plate and Chain Mail drops, while still finding Cloth armour.
This is simple, Class > Class-usable items. An even smarter way of selecting drops would be to analyse the player's actions. If this Mage is always using its fire spells over its ice spells - give it more equipment with fire damage.
Remember, in terms of rewarding players:
Quality of Item Drops x Frequency of Item Drops = Reward.
So that you can have great items dropping sparsely, good items dropping commonly, or terrible items dropping a lot - and, the total gain of power is somewhat the same.
Obviously, there is an optimal amount of items that a player wants to hold, and so it's your job to find that.
Note that frequent drops feel more rewarding than rare drops however. Find the right balance.
Easier Management of Items:
Players need to be able to easily manage the amount of items that they possess.
Depending on the number of items that they possess though, the systems will change. An FPS will likely only require enough item slots to carry weapons, grenades, and health packs - while a resource based RPG may have a bag spanning over 100 items.
Depending on the game you may want:
- Multiple item selection
- Stacking items
- Item sorting
- Item categories
- Item comparison
It's really up to the designer to know what tools are best for managing the items that their game gives to the player.
Storage Handling
Many games have a 'Safe Deposit Box' or 'Bank' where you can put items that you'll rarely use, but still want to hold on to.
Others, also have boxes where you can put items to trade them between your individual characters.
Depending on your game, it's something to think about. I would at least recommend a bank. It makes having lots of items much easier to handle.
Conclusion:
I think I'm done now, so:
Over-rewarding is better than under-rewarding.
And methods of dealing with rewards and item drop issues are:
- Level Caps
- Common Sense
- Selective Item Drops
- Item Management Systems
- Storage Handling
More articles coming soon (hopefully next week).
if you haven't examined World of Warcraft's loot item system, perhaps you might look into it. its extremely similar to what you've described. :P but didn't you used to play?
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