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Kalia
Eager Tradesman
Joined: 07 Jan 2005
Posts: 30
Location: Arizona |
Titan Quest Designer Diary #4 @ Gamespot |
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Gamespot has posted their latest installment of Iron Lore's developer diary for the upcoming RPG, Titan Quest. In this video, lead systems designer Arthur Bruno discusses monster kills, item drops and equipment. You can also read the accompanying article. Here's a snippet regarding random loot drops: <blockquote><em>A totally random system, however, is not as addictive as a system that offers ways for the player to improve their odds of finding the items they seek. This helps to alleviate the hopelessness that players might feel when facing the remote odds of finding a particular item they're after in a totally random system. In a partially random system, the player has means of adjusting the odds in their favor; this builds hope and excitement of attaining that item. They can play in a location and fight the monsters they know have the highest chances of dropping these items. Learning where and how to get these items is also a fun part of the treasure hunt. In designing the Titan Quest loot system these considerations were taken into account.</em></blockquote> Read the rest and view the movie at <a href="http://www.gamespot.com/pc/rpg/titanquest/news.html?sid=6143637" target="_blank">Gamespot</a>. |
Sat Feb 04, 2006 12:06 pm |
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bjon045
Fearless Paladin
Joined: 02 Jun 2003
Posts: 234
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Random loot systems only belong in badly designed games in my opinion. I couldn't care less if I finish the game with the same set of items as someone else, as long as it is fun. Take X-men legends 2 for example - I probably picked up roughly 1,000 items that I didn't even consider using, all randomly generated, that is not fun at all. I happen to prefer a game where you fight a group of orges and maybe the orge captain has a suit of chain mail +1(or whatever name you want to give it) on him, or if I raid the tomb of Tomas I want his full set of valeru armour, not some random crap. |
Sat Feb 04, 2006 12:12 pm |
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