THOUGHTS ON LOOT PROGRESSION: “WOULD YOU LIKE RNG WITH THAT?”

I’ve talked about this on here before, but because a good game designer should always be trying to further delve into their views and challenge them that’s what I’m gonna do here. First of all, I don’t think any developer is going to tell you that a procedural equipment system (aka the Diablo lootfest) is actually going to create equipment that is more interesting than say, the static, pre-designed equipment of a game that doesn’t use the lootfest method. In a very literal sense, this RNG heavy loot system focuses on quantity over quality. That’s not really in dispute I think. What is in dispute among many game developers is: “Is that a bad thing?” You have 2 camps here, one that believes that having superbly crafted, designed content in a game is better than telling a computer how to make decently crafted stuff on the fly. But I think you can (and in some cases we already do) have systems that can incorporate both styles of loot progression in them. First though, ask yourself this: How many games can you think of that feature randomized loot progression, but DO NOT feature avatar levels? To my knowledge I can’t think of any. Obviously there are plenty of games that use designed equipment and weapons inside a space where avatars do not upgrade over time(Traditional FPS come to mind, as well as many action games), but I can’t think of any games that feature procedural loot but also DON’T feature any kind of character leveling system. There is of course, a very good reason for this. It feels good to win...