![]() ![]() If drops are consistently better than what you have, you never get particularly attached to any of your gear. There needs to be a good balance between cool stuff and junk. I think it depends on how well the loot and inventory systems are handled. ![]() I want to be rewarded for exploring every corner and completing every side quest, not for being lucky and finding a rare drop. In a single player game what I enjoy most is the mastery of a game. Random loot extends the life of the content. This is an understandable approach for multiplayer games, like World of Warcraft, where the point is to get together every week and run a raid with your guild. I'd much rather find the Big Goron sword! It hits twice as hard, but it only one of a handful of swords available in Ocarina of Time. There's so much loot that upgrades are incremental and you don't really feel like you're getting more powerful. It makes gear upgrades less meaningful when you're going to inevitably going to get upgrades just from playing the game. Loot systems like this seem to be designed just to extend the potential gameplay indefinitely. I enjoyed Diablo 3, it feels good and I enjoyed the atmosphere, but I stopped playing once I completed the story. To me this doesn't seem like an improvement over The Dark Souls/Bloodborne style of loot collection that rewards exploration. Nioh is being applauded for adding randomness and seemingly endless variety to loot. ![]()
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