Cursed Problems in Game Design
Video Statistics and Information
Channel: GDC
Views: 408,666
Rating: 4.8589101 out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design
Id: 8uE6-vIi1rQ
Channel Id: undefined
Length: 52min 0sec (3120 seconds)
Published: Mon Feb 03 2020
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Making trading difficult is the core solution to making loot meaningful. That's why GGG refused to implement all the trading solutions that have been proposed for years.
His whole premise is wrong. Diablo's auction house failed because the itemization sucked dick not because it was efficient.
Diablo 3 gearing system wasn't meaningful nor efficient.
I find that I really don't care that enemies drop loot and are much more excited about finding currency so I can pick out what items I get. While those 2 things may or may not be incompatible, I don't care about "rich" loot drops. Like finding an ex valued item is not more exciting than finding an ex... it's just more work and also some concern that I don't really know the value of the item
Maybe im weird, but i don't play POE longer because of the pointless busywork they give us to pad out metrics.
There is a universe where PoE is balanced around meaningful looting; where players are excited to identify their yellow items. That universe was PoE circa Domination league, or the first few hours of a modern PoE league.
Modern PoE is balanced around trade. So much so, in fact, that it is highly disingenuous to imply that there is any kind of tension between trade and looting. Nobody except the greenest noob bothers to identify any yellow items; at best they get tossed, unidentified, into the chaos recipe. The only meaningful loot comes from endgame bosses and complex crafting mechanics (fossils, influence, beastcrafting, unveiling, etc) that have nothing to do with the loot you find during ordinary mapping.
The fault isn’t the trade system’s efficiency. It’s PoE’s balance and design. Several steps could have been implemented to make self-looting more meaningful, eg: - a uniques dusting and crafting system, so that a character can turn useless unique drops into the build-enabling uniques they actually need; - allowing all affixes to appear on rares, so that it is at least possible for a un-ided rare drop to compete with a crafted item on the trade sites; - QoL improvements to in game crafting and currency management so that self-crafting an item becomes competitive with looking for a slightly-less-perfect item in the trade system; - etc.
Tl;dr PoE is consciously designed around trade rather than meaningful looting. Using this to argue against improving trade QoL is not a valid or good-faith argument.
I think the idea that the two goals are mutually exclusive is incorrect. Its not the opposite though. You cannot have a perfect system of unique assets and comparable worth.
However you can have assets that are worth more or less to those who need it and dont.
A doughnut is always a doughnut, but a ratchet socket wrench is a mere hammer to my mother.
Some need that doughnut more than anything to sate their hunger, but its always worth the same calories and taste. It has no other use than to eat. Thus its worth is always the same even if you dont want it (like picking up wisdom scrolls or armor scraps)
Having a lot of bots and meaningful loot is fundamentaly incompatible... was this mentioned there yet?
I’m gonna cry false on this one. Hard, but not impossible.
Look at diablo 2 after the 1.10d patch.
Every item, every single item, is worth something to someone. The horadric cube lets you turn even “trash” grey items into good versions of the same. Add sockets, improve gems, tunes, etc etc. but there’s a big investment there, so you don’t want to hoard loot that is easier to find, right? So what do you do? Trade for it once you’re ready to invest in all of the upgrades. And because the upgrade is expensive, you’re never going to do it twice in a season, so you’re happy to trade for what you need, or to trade duplicates of what you’ve already used.
Class specific look also helps, as you trade class loot you can’t use for loot for your own class.
Finally, the fact that there.’s a full reset and character wipe every few months makes hoarding a poor strategy, so you want to trade because time is of the essence.
There you have it: meaningful loot and robust trading.
PoE could easily have robust trading alongside meaningful loot if they restricted it to leagues and races, for example.
My only issue with trade at the moment is when people list things with no intent to sell - not being afk or mispricing things, but straight up putting fake listings up. It ruins the buying experience and warps the market..