"Players Will Open Doors"
Bioware, players will open doors. They'll open doors for reasons all will be able to fathom. They'll turn up the corridor knowing for sure why they're doing it. They'll arrive at the door as innocent as children, longing for unique and valuable loot. "Of course, we won't mind if you look around", you'll say. "Just make sure you bring at least one of each type of class". They'll switch over to warriors without even thinking about it: for it is time they have and fun they seek. And the entire team will eagerly walk into the treasure room, and break vases on a perfect afternoon. They'll find they have a treasure chest sitting in the back of the room, where they will gather in cooperation to defeat whatever booby trap enemy may stand between them and their loot, just like they used to do when they still played on Routine. And they'll loot the chest, and it'll be as if they dipped themselves in magic waters. The anticipation will be so high they'll have to remind themselves to keep on blinking and not hold onto their breaths. Players will open doors, Bioware. The one constant in role-playing games through all the years, Bioware, has been incentivized looting. Players have mowed down enemies like an army of steamrollers. Each new game of The Chateau like a blackboard, repopulated with dumb AI and erased again. But looting can provide some variety to that endless and monotonous task. This field of doors, this game mechanic of looting: it's a part of role-playing games, Bioware. It reminds us of all that once was good and it could be again. Oh... players will open doors again, Bioware. You just have to make it worth their time.
(adapted from Field of Dreams "People will come" speech)
How Bioware can incentivize looting or other additional activities





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