Gatt9 wrote...
AlanC9 wrote...
I suppose loot and exploration do go hand in hand, yeah.
Loot serves a larger purpose than people give it credit for.
Loot provides short term goals, and short term rewards to the player for actions, usually with a direct relationship to the challenge they overcame in order to obtain the loot.
Most quests themselves are largely uninteresting, a good example would be the batarian on Omega that wanted to challenge it's current leader, how interesting is jumping to another system and back? How interesting would it have been if you received an item for it? It provides a modicum of motivation to do otherwise uninspired quests, which ME2 is quite honestly largely filled with. Outside of the main missions and loyalty missions, the side quests are largely horrible. Adding in loot, to give a reward for slogging through something completely pointless and often bland would've gone a long way towards fixing it.
Now, I know it's possible to have a item-less RPG and have it function just fine, but it's detrimental. With each reward level you remove, you remove alot of the "Carrot" to keep people playing, and put an increased focus on the remaining systems to perform.
Once again, I'll use ME2 as an example. ME2 removed loot, and TBH removed experience and leveling. Experience was generally pointless because it was handed out in such a way that doing everything gave you maybe a level or two more than the other guy, and the levels were largely pointless because you fought the exact same things at Level 1 that you'd fight at Level 30. Straight down to most missions ending with a big robot. So your character didn't really improve, because he wasn't killing anything at level 30 that he couldn't kill at level 1.
This drove the focus of the game to it's other mechanics. Without the reward systems in place, the game had to deliver it's reward and motivations through the remaining systems and mechanics, which meant in ME2 that it had to do it via Story and Combat.
Which became a breaking point for me.
Since all there was to the game was story and combat, the absolutely repetitive and uninspired corridor runs that played out exactly the same became very unappealing. There wasn't any reward in it for me, because the AI was 1996 predictable and brain dead.
The story was just as bad. From Shepherd "Forgetting" that he was reinstated, to the fedex and hide-n-seek sidequests, to the glaring inconsistencies regarding my moral status and what my character would actually say.
Since I was forced to focus only on combat and story, the major shortcomings in both systems became glaring. I'd probably have been more forgiving if more reward systems existed, like Loot.
Loot serves many purposes, both in terms or rewards, and in terms of taking some of the focus from other systems so their shortcomings become less glaring.
you've put a lot of thought into your post, I agree with your position.




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