Jack of all Trades
- Jul 1, 2012
- Reaction score
- First Language
- Primarily Uses
I'm kind of torn on this issue. On one hand, having the same loot every play-through seems a bit boring. So random loot seems best.
But then I think about it. Do I really care if that chest was an Ether or a Hi-Potion? Will I even remember on a new game? And what if it's the difference between a potion and the game's best weapon at that point? (FF12 I'm looking at you on this one. Gooddamn blood sword. God forsaken Zodiak spear). Then I'll just savescum, and feel frustrated if I don't get it. Because nothing feels as bad as knowing what you're not getting.
So that's random loot for you. It's either such a small difference that it's negligible, or it's so big that the player will only accept one possible outcome. At least with random loot drops from enemies, I'm getting some XP and Gold every time. (That would be a weird game wouldn't it? Getting XP from random chests?)
I definitely hated FF12 for that. I think that, for lesser chests, it doesn't matter what's in it between ethers, high potions, etc. And then when it comes to items that are important, if this system were to be used, it would be reasonable only if you were able to obtain the items in another way (even if that way may be more difficult). As long as it's a circumstance where only one of that item can be obtained in any playthrough (in the case of it being more difficult). If more can be obtained, then unnecessarily gating people through RNG is just a good way to anger people, haha.
<scoffs at FF12> I love you but you did some dumb things.
RNG definitely has its uses, but if it is the sole variable between something being possible and impossible... that's just bad and lazy design.