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Unique items: Good or bad?

Hey all, would really like your feedback on a question I've had since I started work on this game. Is it a worthwhile endeavor to include super-rare unique items?

If you haven't played Second Death, the loot system is akin to drops in the Borderlands series. A normal weapon can drop, with damage, speed, and weight stats, but rarer loot will drop with a special effect. Effects include the chance to inflict poison, knock enemies back, gain AP with every hit, etc. In Second Death, a weapon or armor can roll with up to 3 of these effects.

In Borderlands and other games of its kind, there are uniques -- hard-to-find weapons that don't have a random mix of effects, but rather have very special effects that you can't find in any other item. Potential uniques for Second Death could be a pistol that regenerates ammo, or armor that has a chance to slow time when hit.

But I've always been bothered by uniques in this way -- if you know there are awesome, extra special weapons to be found, I feel like it decreases the excitement in finding a decent, non-unique item. Also, I could take the time I spend coding unique effects (that a player is likely to never experience) and use it instead to broaden the pool of effects that players can find in non-unique weapons/armor.

So what do you think? Are uniques worth it, or not?

Posts

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I remember finding a unique, lost-technology sniper rifle in Borderlands, aaaaaand it turned out to be pretty wimpy compared to other stuff I'd already picked up. X) That might've been partly because Borderlands has a proficiency system for different weapons types and of course I hadn't invested any points in the lost-technology category, but still, the takeaway is that unique items can feel pretty disappointing if they're not guaranteed to be objectively better (at least in some situations you're sure the player will run into) than the random drops. The flip side of that coin, as you mentioned, is that getting that really good drop is diminished if you know what the absolute best possible is (or just that it exists) and exactly how to get it. My suggestion would be, either fully embrace the random drop system, or make the unique items the reward for optional and highly challenging side-quests. Of course, then you have the paradox that gaining the Infinity+1 Sword is the toughest challenge in the game anyway and using it on the plot-important quests makes them a snooze...
Thanks for the input guys. Yeah, maybe there's some middle ground like you mentioned, Sated. My biggest concern is wasting a lot of dev time creating and testing one-off equipment. But if the uniques are just special preset stat rolls (read: already tested effects), it might be easier to handle.

And like Aubrey mentioned, it's compelling to make them at least better than what the player currently has, if not the best equipment allowable.
Any "good or bad" question is better formulated as "what does it contribute to the game?".

Uniques can be problematic to balance, but they have a lot more potential for flavor, much like the difference between a generated protagonist and one provided to the player.
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