The longer the game, the worse the mechanic becomes from either a variety standpoint or an enjoyment standpoint.
Hmm, that is a good point. The other upside to a short game is the amount of equipment for game length. A 60 hour epic likely wants a ton of variety. But, it made me think, what if starting gear was somewhat random? If all gear is "balanced", then there's not actually a need to give the player access to always the same starting gear. Sure, that's still better for short games, but I also like games where replay
is part of the game. For instance, I remember this game from long ago (just realized how long ago the PS2 came out...) that was about 1-2 hours in length but had five large overarching choices and tons of smaller ones that seeing every path and ending was how the game was set up.
it's never great to force your player to spend a lot of time using setups that they don't want to use
I agree. I'd rather make equipment that makes players
want to change and try things out. That weapon I described before? Definitely too random for many people. Of course, doing that is much harder than saying it...
On the note of "constantly chasing higher numbers", I've liked the approach that getting stronger comes from leveling, while getting "better" comes from gear. FFX-2 has only accessory slots, and even though some are strictly better than others, it was incredibly important to gather as many across the board as possible so as to be able to change preparations. Mind, that game's big loot was new classes, which was always awesome even when it's not something you'll end up using.
On that note, rewards outside of better loot;
Money (which is better loot in a sense)
Other types of currency, from casino coins to Happiness crystals
Exp (which is better stats)
Other types of exp (for instance, if classes have JP or skills require their own exp)
Classes
Accessories (side changes can mean a lot)
Characters
Skills/Skill books
Direct stat increases (such as one use items that boost a stat or a story moment that increases them like Robo getting a massive Magic Defense boost in Chrono Trigger)
Consumables IF the game makes you want to use them (basically one use skills)
Trophies, ranging from achievements to alternate costumes to different speech options to New Game+
Relationship boosts
And that's just generic stuff, many games have unique things that then allow for new types of rewards.