Continuing our talk about replayability in game design, we’re going to talk about item generation. The ability to either create new items, or use set items randomly, can do a lot to create variance and replayability. Just like biomes however, there is more to understand than just having the game randomly drop things in the player’s lap.
Today’s Critical Thought returns to the topic of designing Loot Tables. Loot Table design is crucial for ARPGs or any game with procedural generated gear. I talked about the considerations that you have to keep in mind when designing such a system.
Diablo 3 continues to grow bigger and better with each update from Blizzard after the Reaper of Souls expansion. In a re-review I did over at Black Gate, I went over this in a lot more detail, but there is something that I want to expand on. Diablo 3’s biggest problem at the moment for me is still its end game; something that hasn’t been fixed all that well with patches. The problem is a contradiction of mechanics and progression that deserves a bigger examination.
Victor Vran recently came out of early access and is an attempt by developer Haemimont Games to take on the big boys of the ARPG genre. While the game may not look like much when compared to Diablo 3 or Grim Dawn, there are a lot of great things under the hood that make this game very interesting.