Colors mean different things to different people, but very specific colors mean the exact same thing to everybody who plays video games. You know the ones: gray, green, blue, purple, and gold. You covet the latter and revile the former. Loot is a universal language at this point, but it wasnât always. On this weekâs Splitscreen, we talk to the people who invented it about where it all came from and why itâs so darn irresistible.
David Brevik and Erich Schaefer were two of the principle designers of Diablo and Diablo II. If anybody knows loot, itâs them. Ash Parrish, Mike Fahey, and I begin this weekâs loot-focused episode by grilling them about the process of pioneering loot as we know it today. Where did those colors come from? How did they engineer loot to be so diabolically compulsive to collect? What do they think about how incredibly pervasiveâfor good and for illâtheir system has become?
Then, for our second segment, we fire off our spiciest loot-flavored takes. We all arrive at the conclusion that loot, a system originally created for a finite game, is now trapped in an endless cycle of boom and bust. In the era of forever genres like MMOs and looter shooters, even the shiniest, hardest-won items have an expiration date. So far, no game has figured out a way to overcome the problem thatâs not at least a little unsatisfying.
In our last segment, Fahey uses a very bad game called Loot Box Simulator to crack open a couple loot boxes for us. We get a lot of crap. I wish I could tell you itâs not literal, but well, it is.
Get the MP3 here, and check out an excerpt below.
David: I think that, when we set out to make Diablo, it wasânot really much of a surprise hereâall about the loot. It wasnât about story or anything like that. A lot of RPGs at the timeâthe Ultimas and Might and Magicsâthere was a lot about, you know, youâd make your character and itâd ask you all sorts of questions, and then youâd get this background, and thereâd be this big adventure story. All these kinds of things are going on with your character or team of characters, and we just wanted to get right to smashing the skeletons and getting the loot.
So right from the very beginning, the design was âWeâre gonna skip all that other stuff and just get straight to killing and looting.â The game was really designed from the get-go to be about loot and about gaining that loot. Only after a little bit of time did we really realize that in a lot of ways, we were basically making a slot machine where every time that you killed a monster, you were pulling that lever. You put your quarter in, and nothing may come out, or you might get your quarter back, or you might get a couple dollarsâkind of a mini-jackpot. Or something huge comes out, and you hit the jackpot.
So pulling on that lever or whatever and repeating that process of killing and getting those rewards over and over again was an addictive thing. We could kind of imagine that if we had the same kinds of frequencies as slot machines or other things that are like this, where sometimes you have this hope of getting something great, that really set the pace for how often things were dropping.
Nathan: One of the enduring elements of what you designed throughout the whole industry at this point is the color coding system. The way that you kind of graded items. When in development did that come along? And could you ever have foreseen it becoming this thing that everyone uses now?
Erich: We did differentiate, from the very beginning, between just a normal item and a magic item. And I think thatâs when we first did the green textâjust giving it its own thing. And I think blue came in a little bit later. I think then we kinda retroactively added the gray for a crummy item, a trash item. We just started iterating on that. It was like âWell, what if we had even better than a blue? What if there was a gold-letter item?â The more of those kinds of things we added, the more people just loved playing. We knew we were on the right track with that kind of stuff.
Another thing was sound. Especially, if you kinda got lucky, a ring would fall on the ground. Rings were fairly rare in Diablo I. Due to our bad old tech and figuring out what we were even doing, it was hard to even see the ring on the ground, but youâd hear it. So the sound became kinda emblematic of âSomething cool has dropped. Iâve gotta scour for it.â
Which kind of led to another thing: We had these âidentifyâ scrolls. You would find a green item or a blue item, and then you further had to identify it. That was our way of giving you two slot machine pulls. Youâd pull it and be like âOh, I got a magic item,â and then youâd pull the slot machine again and see what that magic item was. It kind of became a hassle in the long run, and I donât know if that really survived as much with future games. But that was our thinking back then.
Fahey: Oh, I hated that. I hated it so much. It was like âWhy are you giving me this extra step? Just tell me what I got. Why?â
Erich: If we could have added a third step, we wouldâve.
David: Itâs a little bit like getting a present inside of a present. Double presents!
Nathan: But then, the issue with it is, you have to wait to get your second present. And also, your first present was never really a present.
David: Hmmm, well you know, you get to unwrap it twice. Iâm still sticking with that!
Fahey: At least the skeletons didnât drop a little thing that said, âYouâve got a gift coming,â and then you have to wait, like, a week for it to show up in your mailbox.
Nathan: That would also be a sadder story. Why are you going around killing skeletons who just want to give you presents?
How did you decide on the specific colors of the items, though? Were you just like âI like the color greenâ?
David: Well, I think the first color we used was blue. Blue, as we all know, is the international color for magic. Thatâs why the mana ball is blue. So I think blue was the first one, and it was simply because of the fact that we all thought that was the color of magic.
Nathan: What about the others?
David: I think Erich just chose them [laughs].
Erich: Yeah, Iâm not sure where green stood out, versus blue. Gold for the uniques was specifically because it looked more important. It looked cooler. Orange, I donât remember if we used in Diablo or even Diablo II, but I have in the past.
David: It was yellow, I think. For rares. Greens were for sets. Yellows were for rares. Blues were magic items. Gold uniques. In Diablo I, anyway.
Ash: Oh, so it wasnât tied to, like, epic, rare, legendary, or anything like that? It was just to indicate what kind of item it was, and later it got turned into where we associate those colors with different tiers of quality.
David: It changed in Diablo II. Well, there was a little bit of quality stuff in there because there were normal items and basically broken or trash items. Those were gray. So eventually in Diablo II, it evolved to be more about quality. If it was blue, itâd have one or two affixes. If it was yellow, itâd have three or four, or something like that. It not only indicated rarity and the normal of affixes, but also it was more of a progression, starting in Diablo II
Ash: And now when you see an orange item pop up anywhere, itâs like âOoo! Ooo!â
David: They kind of used the same system for World of Warcraft, and then World of Warcraft came in and used our colorsâand maybe added a fewâbut kind of built that tier system as well. So it piggybacked on Diablo IIâs color scheme and made its own. Now everybody has their color scheme thatâs very similar to WoWâs.
Fahey: Itâs obvious why we see the same sort of color scheme in games like Torchlight, because thatâs a direct connection. But games like Destiny use the same color scheme. So basically everyoneâs ripped you guys off at this point.
Nathan: How does it feel to have impacted an entire generationâs perception of colors? I know that my brain, as soon as I see the color purple or gold or whatever, just lights up. Iâm like âOh shit, yes.â
Erich: Itâs cool. I didnât really think about it other than just loot items, but I like the idea. Itâs not loot-related, but also the exclamation above peopleâs heads to show that they have a quest for you is another thing that went beyond RPGs to all kinds of games. Itâs really cool to see those things permeate through the gaming industry after we created them a long time ago. Iâve ripped myself off as much as anyone has ripped us off, so I donât feel bad at all.
Nathan: Earlier you made the comparisonâand it sounds like it was a conscious sort of comparison, when you were making the gameâto slot machines. Now weâre in a place where loot has become a sort of hook in a lot of monetization systems, whether that means people get nicer loot when they spend money or cooler-looking loot by way of cosmeticsâor even loot boxes. There have been discussions about them almost literally being slot machines, up to and including legislation around whether they should be considered gambling. How do you feel about a system you had a hand in pioneering being employed in that way in the gaming industryâin this way thatâs causing some people to say, âWell, it can be used to exploit peopleâ?
Erich: I donât feel too guilty about it myself. I donât use those systems myself in games Iâve made. But anything can be exploited for good or evil. I donât feel like we shouldnât have unleashed loot upon the world [laughs].
David: I agree with Erich. The way we implement itâour intent wasnât really to pry money from your wallet. It was more that we liked the addictive feeling of just one more monster, just one more piece of loot. The excitement of finding that stuff and improving your character. That was really what it was about. It wasnât really about making sure that weâre making as much money as possibleâwhich is definitely the intent for some of these things these days. It continues because it works. This wouldnât be a problem if people werenât buying it. So as sad as it is, it wouldnât exist or happen if it wasnât effective.
For all that and more, check out the episode. New episodes drop every Friday, and donât forget to like and subscribe on Apple Podcasts, Spotify, or Stitcher. Also, if you feel so inclined, leave a review, and you can always drop us a line at [email protected] if you have questions or to suggest a topic. If you want to yell at us directly, you can reach us on Twitter: Ash is @adashtra, Fahey is @UncleFahey, and Nathan is @Vahn16. See you next week!