Getting what you see

October 27, 2006 on 8:32 pm | In MMO (Live), General Gaming, WoW, SWG, Playstyles

Over at Raph's Place today, Raph posted some thoughts about WYSIWYG loot. Basically, the question is this:

If you see a mob with a spear, leather jerkin and sandals, why are you not able to loot that spear, leather jerkin and sandals when you kill it?

And, if you could, in what game could you best do this?

Raph expounds on the highs and lows of WYSIWYG loot. I'm not sure I totally agree though that this can only effectively work in a wordly game, as he seems to imply.

I think bio-linked loot (a term Yivvits coined in the comments thread there) can work in Dikus, if they have a reason to break common loot down into sub-component crafting resources.

I'm thinking of AC2, later SWG, the Disenchanting skill in WoW and the new Jewelcrafting "Prospecting" skill coming to it. All allow items to be broken down into consumable resources others can use in crafting processes.

Granted, I consider neither AC2 nor SWG particularly diku in the EQ/WoW sense of the word. However, WoW Disenchanting is a very useful skill already, as the crafting skill (Enchanting) that uses the result (shards) have as their business the ability to add stats to both crafted and world-dropped items. The profession is so lucrative, most Enchanters do not even bother getting their stuff to disenchant by adventuring. They get it by buying the "junk" people sell on the Auction House.

A strong "crafting" economy is possible in a diku too. But one must assume:

  • Most players are NOT there to pick flowers
  • A thriving crafting economy can be based on just the few that are, and those that support them.

I often wonder if folks pushing crafter-centric games understand just how small a percentage of gamers actually want to craft. To me, it's great to build a real deep crafting engine. But in this age of obvious easy-to-see paths to revenue and headcount, crafting is a subset of a hunting game, where the percentage of time spent developing crafting should match to the percentage of players expected to bother.

The alternative is to expect fewer players and scale your business to match. There's enough room for both WoW and ATITD. It's just that when convincing folks to invest in your game, they're going to want to know why you're not chasing the big cash. If you ask anyone, they'll say they want a deeply engaging crafting system. If you see the resultant attempts to do so in diku-inspired games, you'll see the complaints that come with it, like "what, I have to actually pay attention while crafting?!" (from EQ2).

Usually in a diku you have a few dedicated crafters, more than that number dedicated to collecting resources and selling in bulk to them, and the rest consuming the end result as part of their equipment set while off killing mobs for the rest of it. 10 people can bang out enough swords to arm a server of thousands in a diku. And that's how it should be because those thousands are the primary reason that diku was inspired.

So in this system, getting a spear from a mob who was holding the spear can mean you either get the uncommon/rare/uber spear, or something you yourself could either break down to a component for crafting, or which can be sold to someone who has that skill.

Easy to say, incredibly tough to get right. I won't say WoW does it perfectly. But again, for the number of people interested in crafting, I think they do a pretty good job.

But I will close with this: the group that can achieve the vision for how UO was supposed to work initially are going to win in my opinion. Combat was deep there for reasons different from "because I killed Boss #12 the 37th time". And they were better. But to try this again is to risk quite a bit when it's so far been proven that strict linearity sells.

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