- Nov 27, 2001
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I originally started writing this around a month ago as a response to a post from @zinfamous that was talking about Borderlands. It has been a while since I played the game, and while I have plenty of time spent in it, I also realize that it's not a perfect game and that there are areas in which it could be improved -- other than the ending! However, after writing about the game, I realized that this wasn't just talking about Borderlands, but I could levy some of these same complaints/remarks against other looter shooters like Destiny or Warframe.
Based on the idea that a looter shooter is essentially a mash-up of the ARPG and the FPS genres, I tried to go into five core philosophies that I think most looter shooters don't do a good job with. Although, to be fair, I do think that some do better than others -- especially in specific points. However, I don't think there's a single game that really hits the mark. So, that's enough prattling... onto the design philosophies!
1. By definition, a looter shooter needs to be based on shooting, or else it's an ARPG with guns.
2. Looter shooters need variety, character, and/or visual distinction in their weapons.
I find it very hard to talk about the focus on shooting (#1) without referencing the lack of gun variations (#2), which is why I've lumped them together. I don't think that the focus on shooting is a problem in the looter shooter, but rather when shooting is arguably what you do the majority of the time, it hurts when most weapons of a specific class feel far too similar. As mentioned in #2, probably the worst aspect is simply the lack of character in weapons. In looter shooters, weapons tend to be generic and rarely offer interesting "flavor". An example could be a weapon with a unique proc effect, or a weapon that affects much ignored class abilities, which will be coming up later.
3. While weaponry is important, don't ignore other types of gear.
One of the important aspects of an ARPG, and consequently, a looter shooter, is to be able to create variations on a character. Part of this can be accomplished through inherent character aspects such as talent trees or ability choices, or through non-weapon factors such as armor and jewelry/accessories. Unfortunately, in a lot of the looter shooters that I've encountered, the non-weapon equipment tends to take a back seat to the weapons, and arguably ends up far less interesting as a result. I think what makes this worse is when a game doesn't provide nearly enough slots for variation. An example of this is Warframe, which only provides three weapon slots, and all class (warframe) variation is handled through the mod system. (I have enough complaints on that system to serve as its own write-up.)
4. The ARPG concept of class abilities should be substantial but not overbearing.
While I think the other issues are arguably more glaring in regard to making a looter shooter good as both a game about looting and a game about shooting, I also think it's important to consider abilities. As noted earlier, class abilities play a role in helping different character types feel unique. In other words, if you're playing a wizard or a warrior, the game will feel vastly different. The problem with abilities in looter shooters is that they often have very little to do with actual shooting, which means if they're used too much, they go against the core concept of shooting, and if not used enough, they feel worthless. This doesn't mean that all survivability or crowd control abilities should be removed, but rather that there should be enough gun-related, combat abilities to coincide with the survivability abilities.
5. Difficulty cannot be defined simply be scaling numbers.
This issue affects far more than just looter shooters, but looter shooters seem to fall prey to it more often. Essentially, the problem is that in lieu of AI or encounter changes to affect difficulty, games will often simply raise enemy health, damage reduction, and/or damage to make the enemy more of a challenge.
Based on the idea that a looter shooter is essentially a mash-up of the ARPG and the FPS genres, I tried to go into five core philosophies that I think most looter shooters don't do a good job with. Although, to be fair, I do think that some do better than others -- especially in specific points. However, I don't think there's a single game that really hits the mark. So, that's enough prattling... onto the design philosophies!
1. By definition, a looter shooter needs to be based on shooting, or else it's an ARPG with guns.
2. Looter shooters need variety, character, and/or visual distinction in their weapons.
I find it very hard to talk about the focus on shooting (#1) without referencing the lack of gun variations (#2), which is why I've lumped them together. I don't think that the focus on shooting is a problem in the looter shooter, but rather when shooting is arguably what you do the majority of the time, it hurts when most weapons of a specific class feel far too similar. As mentioned in #2, probably the worst aspect is simply the lack of character in weapons. In looter shooters, weapons tend to be generic and rarely offer interesting "flavor". An example could be a weapon with a unique proc effect, or a weapon that affects much ignored class abilities, which will be coming up later.
3. While weaponry is important, don't ignore other types of gear.
One of the important aspects of an ARPG, and consequently, a looter shooter, is to be able to create variations on a character. Part of this can be accomplished through inherent character aspects such as talent trees or ability choices, or through non-weapon factors such as armor and jewelry/accessories. Unfortunately, in a lot of the looter shooters that I've encountered, the non-weapon equipment tends to take a back seat to the weapons, and arguably ends up far less interesting as a result. I think what makes this worse is when a game doesn't provide nearly enough slots for variation. An example of this is Warframe, which only provides three weapon slots, and all class (warframe) variation is handled through the mod system. (I have enough complaints on that system to serve as its own write-up.)
4. The ARPG concept of class abilities should be substantial but not overbearing.
While I think the other issues are arguably more glaring in regard to making a looter shooter good as both a game about looting and a game about shooting, I also think it's important to consider abilities. As noted earlier, class abilities play a role in helping different character types feel unique. In other words, if you're playing a wizard or a warrior, the game will feel vastly different. The problem with abilities in looter shooters is that they often have very little to do with actual shooting, which means if they're used too much, they go against the core concept of shooting, and if not used enough, they feel worthless. This doesn't mean that all survivability or crowd control abilities should be removed, but rather that there should be enough gun-related, combat abilities to coincide with the survivability abilities.
5. Difficulty cannot be defined simply be scaling numbers.
This issue affects far more than just looter shooters, but looter shooters seem to fall prey to it more often. Essentially, the problem is that in lieu of AI or encounter changes to affect difficulty, games will often simply raise enemy health, damage reduction, and/or damage to make the enemy more of a challenge.