Loot is probably one of the biggest driving forces for player involvement in any MMO. In today's Social Hub, we take a look at the impact that loot has on a game and on its community. Read on before leaving us your thoughts in the comments.
Hearing people discuss MMO economies, and with many sandbox fans calling for more player-driven systems, I kept thinking about the subject of loot recently. Loot is obviously not just developers throwing players some crap as a prize for slaying some wolves, but part of the greater economy that impacts the community too, from behavior to how much people even interact with one another. Now that several games with subscriptions make a return (including the just out of the gate Final Fantasy XIV: A Realm Reborn, WildStar, The Elder Scrolls Online), will that affect loot systems as opposed to the loot in free to play games? What considerations should developers listen to when deciding what sorts of loot systems to implement?
Read more of Christina Gonzalez's The Social Hub: Examining the Impact of Loot.