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Culture War Roundup for the week of April 24, 2023

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Diablo II

Went and googled this because "Diablo" makes me think "relatively recently" but I did not know Diablo II was older than WoW! I figured RNG loot mechanics have been in roleplaying games forever, not even that WoW created it. Or is there a qualitative difference between gambling money and gambling time?

For extra clarity, couldn't you just curate & edit the output of ChatGPT and replace "the author" with "I" and fix the resulting grammatical errors? If your goal is to translate your thoughts into the tone expected in this place, then using tools to help you sounds like a great idea! If your goal is to own the sensitive readers here, I think that counts as waging the culture war, right?

Went and googled this because "Diablo" makes me think "relatively recently" but I did not know Diablo II was older than WoW! I figured RNG loot mechanics have been in roleplaying games forever, not even that WoW created it. Or is there a qualitative difference between gambling money and gambling time?

I acknowledge that RNG loot has been a part of CRPGs for a long time. However, my issue with Diablo II is how it amplified the use of RNG loot. Before Diablo II, I cannot recall playing a single player CRPG and grinding for loot. After Diablo II, however, many RPGs tried to copy its success.

Different games tried different approaches. The Infinity Engine games were pressured to do real-time combat, which was compromised as “real-time with pause” to not alienate its core audience. These games were successful but not as successful as Diablo II.

Other action RPGs such as Nox, Titan Quest and Dungeon Siege were released. These games were successful in their own ways but not as successful as Diablo II. Titan Quest/Grim Dawn focused on skill trees while Dungeon Siege focused on building a massive party and evolving into a tactical combat system.

However, it turns out that what gamers really loved about Diablo II was the presentation of loot with light and sound effects and psychological addiction. This was implemented in many other games including mobile games, freemium games and AAA games with season passes, loot boxes and cosmetic drops.

The preceding text was fed through my sensitivity reader.

Before Diablo II, I cannot recall playing a single player CRPG and grinding for loot.

Seriously?

https://tvtropes.org/pmwiki/pmwiki.php/Main/RareRandomDrop

Let me clarify. I remember playing CRPGs with random loot before Diablo II. I do not remember grinding them for loot. Like as an integral part of the experience. One I would feel compelled to repeat long after I'd beaten the game.

Um... grinding for loot is the very definition of trying to get a rare random drop.

Right, and I'm saying, I never tried to get a rare random drop before Diablo II. I played Wizardry, Might & Magic, Bard's Tale, Pool of Radiance, Final Fantasy, etc, and I got what I got. When I was strong enough to beat a boss, I beat it and moved on. When I was strong enough to beat the game, I beat it and moved on. I grinded for XP primarily, and even then only to whatever bar was required to advance. I never grinded for loot. The loot just happened. In the best of those games, I didn't grind for XP either, I explored a game world because it was fun, and the XP sufficient to advance just happened. Shout out to Pool of Radiance for stopping random encounters in an area when you've had so many you've "cleared" it. I'm aware some players did grind RPGs for specific rare loot drops, even in older RPGs. It was not he predominant mode of play.

Diablo 2 was the first game that was primarily about grinding for loot. Other games had it. Diablo 2 was 95% primarily about it. To the point where beating the game was incidental to playing it. Other players would rush you straight through the end of the game simply so you could get to the meat of the game faster, which was grinding for loot. I had never, ever, seen that happen in any other game ever.