38:
133:, loot often forms the core economy of the game, in which the player fights to obtain loot and then uses it to purchase other items. Loot is often assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. The concept of color-coded loot rarity was initially popularized with the 1996 game
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from defeated enemies, and loot is considered distinct from items purchased from in-game shops. In multiplayer games, loot may be provided in such a manner that only one player may acquire any given item. "Ninja-looting" is the resulting practice of looting items off enemies defeated by other
237:, along with giving players a means to circumvent normal progression through additional monetary transactions. Games that allow for certain players to have unfair advantages over other players via paid loot boxes are referred to as "pay-to-win" by critics.
70:, equipment and weapons. Loot is meant to reward the player for progressing in the game, and can be of superior quality to items that can be purchased. It can also be part of an upgrade system that permanently increases the player's abilities.
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expanded on this with either grey (inferior), white (common), blue (magic), yellow (rare), orange (unique) or green (set). Blizzard
Entertainment later re-used the system for the 2004 game
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loot, with better loot such as more powerful weapons or stronger armor obtained from more difficult challenges. The random nature of loot was established in the
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Loot boxes are a particular type of randomized loot system that consists of boxes that can be unlocked through normal play, or by purchasing more via
211:). The quality of loot often scales with the tiers but not always, and higher tier loot can sometimes only be found in later stages of the game.
88:
series rewarded player progress with in-game treasure, which was typically preset in the games' programming. Recent games tend to randomly or
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which was based on roguelike design principles. Fixed items, determined essential for game progress, may also drop alongside random loot.
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171:, where items were either grey (poor), white (common), green (uncommon), blue (rare), purple (epic) or orange (legendary). Following
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229:. They originated in massively multiplayer online role-playing games and mobile games, but have since been adopted by many
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s popularity, most loot-driven games have since based their own system off this same color-coding hierarchy, (e.g.
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in recent years. The system has garnered a great deal of controversy for being too similar to
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163:, equippable items were either white (normal), blue (magic) or gold (unique), and
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In single-player games, loot is often obtained as treasure through exploration or
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452:"Why Video Game Loot Is So Addictive, According To The Creators Of Diablo"
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that increase their power or level up their abilities, such as
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573:
407:"GI Show – Rage 2, Final Fantasy VII, David Brevik Interview"
327:"'City of Heroes' is a massively entertaining online success"
259:
Level up! : the guide to great video game design
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situation, loot may be taken from a defeated player.
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30:For consumable virtual items in videogames, see
360:Advanced game design : a systems approach
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335:. August 31, 2004. p. 3E. Archived from
261:(2nd ed.). Hoboken: Wiley. p. 399.
8:
41:Characters discovering treasure in the game
96:genre of games and made mainstream through
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390:: CS1 maint: location missing publisher (
292:"Defining Loot Tables in ARPG Game Design"
78:Early computer role-playing games such as
114:players. Players may choose to employ a
485:"How Color-Coded Loot Conquered Gaming"
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497:from the original on October 21, 2022
7:
252:
250:
483:Wright, Steven (January 20, 2020).
464:from the original on April 16, 2021
304:from the original on April 16, 2021
450:Grayson, Nathan (April 16, 2021).
25:
118:to distribute their spoils. In a
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290:Bycer, Josh (October 14, 2014).
645:Bartle taxonomy of player types
27:Acquiring items in video games
1:
413:. At 2:37:05. Archived from
405:Hanson, Ben (16 May 2019).
924:
332:Milwaukee Journal Sentinel
218:
29:
864:
821:Iron Realms Entertainment
720:Player versus environment
358:Sellers, Michael (2017).
149:, took the idea from the
783:Designing Virtual Worlds
435:: CS1 maint: location (
127:role-playing video games
908:Video game terminology
257:Rogers, Scott (2014).
98:Blizzard Entertainment
47:
90:procedurally generate
54:is the collection of
40:
846:Mythic Entertainment
790:A Rape in Cyberspace
725:Player versus player
700:Non-player character
585:codebases, libraries
139:and its 2000 sequel
635:Alternate character
544:Multi-user dungeons
173:World of Warcraft'
145:, whose designer,
48:
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889:
851:Plaintext Players
841:The Mud Connector
231:AAA console games
169:World of Warcraft
58:picked up by the
16:(Redirected from
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715:Player character
710:Persistent world
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60:player character
50:In video games,
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18:Looting (gaming)
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417:on 19 May 2019
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695:Mob, Monster
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499:. Retrieved
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466:. Retrieved
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415:the original
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306:. Retrieved
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147:David Brevik
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856:Simutronics
628:terminology
501:October 20,
184:Borderlands
178:Titan Quest
153:video game
116:loot system
897:Categories
807:Companies,
797:Terra Nova
766:Zone, Area
378:1012108932
362:. Boston.
241:References
215:Loot boxes
196:Torchlight
626:Concepts,
468:April 16,
386:cite book
308:April 16,
297:Gamasutra
277:877770975
190:Overwatch
165:Diablo II
151:roguelike
142:Diablo II
94:roguelike
74:Functions
883:Category
746:Twinking
736:Spawning
680:Immortal
665:Grinding
650:Cybersex
617:TinyMUCK
495:Archived
490:GameSpot
462:Archived
302:Archived
235:gambling
221:Loot box
208:Fortnite
85:Gold Box
64:currency
32:Loot box
831:Lysator
660:Griefer
597:GodWars
564:DikuMUD
559:AberMUD
343:Jan 31,
202:Destiny
156:Angband
44:Trine 2
836:Kesmai
761:Wizard
675:Healer
640:Avatar
612:Talker
546:(MUDs)
457:Kotaku
421:19 May
376:
366:
275:
265:
205:, and
161:Diablo
136:Diablo
111:looted
103:Diablo
68:spells
826:Jagex
816:Areae
731:Quest
569:LPMud
159:. In
56:items
873:List
741:Tank
690:Loot
607:MUSH
503:2022
470:2021
437:link
423:2019
392:link
374:OCLC
364:ISBN
345:2010
310:2021
273:OCLC
263:ISBN
52:loot
655:God
602:MOO
592:DGD
574:MU*
129:or
125:In
120:PVP
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82:'s
80:SSI
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.