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Do you think it is a good idea for games to have an assortment of rare items, weapons and armour, as long as the base equipment will allow you to proceed with the game? (The rare stuff will only make it slightly easier or allow you to perform certain skills, etc)
To expand on that, the rare items could even allow you to obtain passage to otherwise impossible-to-get-to locations. The rare items could also simply have slightly better stats than the originals, thereby making the game a little bit easier if you use them.
In making items rare, they could be unique quest rewards and/or from chests/loot only (the chests would likely have to respawn and offer some loot since the player will just save/reload before opening them if they don't get what they want)
You could even take rare items to the extreme route by creating superbosses that you'll only have a chance of being able to take on and/or defeat if you have a (full set?) of these rare equipment(s).
Is it a good idea to offer this sort of thing in games, or is it too mobile-RPG like? (Since some mobile RPGs require monetary investment if you wish to get these items easily, but in some of them you can simply get them by playing for a long time which is a non-issue if you like the game(play) in the first place anyway.) Obviously, RPG Maker games would be unable to monetize them (these items), so the issue of IAP is also out of the window, but the feeling of it feeling IAP-like/grindy could still be there...
Personally, I like the idea, as long as one can still make it though the base game with the base equipment. And also only if mandatory items are not rare, like a sword to defeat a boss.
To expand on that, the rare items could even allow you to obtain passage to otherwise impossible-to-get-to locations. The rare items could also simply have slightly better stats than the originals, thereby making the game a little bit easier if you use them.
In making items rare, they could be unique quest rewards and/or from chests/loot only (the chests would likely have to respawn and offer some loot since the player will just save/reload before opening them if they don't get what they want)
You could even take rare items to the extreme route by creating superbosses that you'll only have a chance of being able to take on and/or defeat if you have a (full set?) of these rare equipment(s).
Is it a good idea to offer this sort of thing in games, or is it too mobile-RPG like? (Since some mobile RPGs require monetary investment if you wish to get these items easily, but in some of them you can simply get them by playing for a long time which is a non-issue if you like the game(play) in the first place anyway.) Obviously, RPG Maker games would be unable to monetize them (these items), so the issue of IAP is also out of the window, but the feeling of it feeling IAP-like/grindy could still be there...
Personally, I like the idea, as long as one can still make it though the base game with the base equipment. And also only if mandatory items are not rare, like a sword to defeat a boss.
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