Origins of Color Coded Loot

This morning we are going to go on an adventure, or at least travel down a rabbit hole. Be warned that today’s post is going to involve a heavy dose of speculation. There are going to be things that I just don’t know and could not find the answers to, but drew my own conclusions. Like so many of these adventures that I occasionally go on, it starts with a random thought that I carelessly posted on twitter.

Color Coding Loot

Color coding loot as a concept is a brilliant one, because it quickly allows players to filter which bundles of stats are worth paying attention to and which should just be sold or broken down immediately. As someone who plays an excessive number of games that throw loot at you constantly, they are invaluable and help me do a first pass before actually sitting down and inspecting whether or not an item is worth keeping.
The thing is… we have ended up in this situation where most games use effectively the same system with a few minor tweaks here or there. This is a random assortment of games that have color coded loot rarity systems. As you can clearly see there is a pattern here and an agreed upon language that we have landed upon as to what each color means. The funny thing is this same logic applies to many other gaming related spaces, for example when I set up a discord my default is going to be to land upon a white > green > blue > purple > gold scale for hierarchy as far as ranks go. The same was true when I was in the business of building forums.

The Popularization

This lead to a search of what game popularized this concept. This was a fairly short search if we are willing to accept Wikipedia as the authoritative source. To keep you from having to click through and read the entire post on loot in video games, here is the relevant bit.
Loot may often be assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. The concept of color-coded loot rarity was popularized with the 1996 game Diablo, whose designer, David Brevik, took the idea from the roguelike video game Angband.

Wikipedia – Loot (video games) article
So there we have the most basic answer. The game that popularized this concept was Diablo and this style of loot coding has carried forward in the ARPG genre and can more or less still be seen today in games like Path of Exile or Wolcen. This however is deeply unsatisfying because even when the color coding was expanded by Diablo II and Diablo III you still end up with a vastly different scheme than what we have come to accept as the bog standard loot coloration. I feel like we still don’t really have our true answer yet of how we ended up where we are on what colors mean what things.

The Consider System

Now is the point where we start drifting into wild speculation. There are however a few facts that one should take into account. The game that I most closely tie the “standard” loot scheme to is World of Warcraft. I believe in my heart of hearts that its popularity is what has lead to the wide adoption of a specific meaning for each color. However we don’t really know how they landed upon the specific scale that they did. We do know a few things about the early designers of that game and its itemization. In many cases they were hardcore Everquest players, with Alex Afrasiabi and Jeff Kaplan in particular being the leaders of high end raiding guilds. So we know for a fact there is a specific color scale that they would both be intimately aware of.
Everquest was a game that did not give you clear statistics for the monsters you were encountering. It wasn’t like you could highlight the mob and get a specific level number to indicate how difficult an encounter might be. Instead you had something called the /consider command, that would give you a rough approximation both in text and color coding how difficult an encounter might be. So for example if you typed /con on a mob that was significantly lower than you it would spit back a message in green saying “looks like a reasonably safe opponent”. If you considered a significantly higher encounter it would spit back in bright red “what would you like your tombstone to say?”. As a long time Everquest player, this scale became so ingrained that we just referred to encounters by the color that they considered. You might brag to your friends that you were able to easily solo yellows, or that you managed to kite a red. You also might complain that you ended up getting swarmed by greens and took a stupid death due to the glitchy aggro of a specific zone. It is within this consider system that I think we start to shape up what is the standard going forward.

The Dark Age of Camelot Consider System

Alex Afrasiabi, better known as Furor to the old timers… was the leader of a rather notorious raid guild called Fires of Heaven. I started my Everquest career playing on Veeshan, the server they were resident on and was quite aware of some of their exploitative tactics for coming up with creative solutions to encounters. During one of these such encounters it earned Furor and practically the entire raiding group a permanent ban from Everquest. I believe it was during this time that a number of Fires of Heaven folk set up shop in Dark Age of Camelot, which was the first true competitor for Everquest and offered a significant number of tweaks to the template. Again we are going into the territory of speculation here as I have no specific knowledge that Furor was among this group, but I believe if my memory serves me that Fires of Heaven had a Midgard guild.
The DAoC consider system is pretty close to that of Everquest, with a few tweaks. For starters there is no specific “even” consider within the system. Things that are Yellow are either on level or above your level. One of the problems with the Everquest system is that Red was a really obtuse consider ranking, especially at low levels. There were times that reds were absolutely something that was reasonably to do with a full group, but it was impossible to tell without the use of Allakhazam whether those mobs were 20 or 40 levels higher than you. In Dark Age of Camelot they fixed this problem by introducing purple as being extremely higher than you, meaning that no really… you were absolutely going to die if you tried this thing. Another really interesting thing that Dark Age of Camelot did was set usability ranges on your gear. if you used an item significantly higher than your current level, it would wear down more quickly given that you “lacked the skill” to use the item. As a result the items in the game used this same consider color system to indicate how far or above an item was to you, giving you some indication of whether or not you should be using a weapon and when you should probably start upgrading it. As far as I am aware this is the first case this specific color palette was applied to specific loot items.

World of Warcraft Viral Spread

As I said at the beginning of this nonsense, I am absolutely certain that games like Borderlands use this color scale because World of Warcraft popularized it. World of Warcraft is the very first example I could find of using purple as the rarity immediately following blue for example. My theory is that Diablo had already popularized and codified the concept that loot should have colors denoting rarity, and since very seasoned Everquest and potentially DAoC veterans were over the itemization… that we ended up using that very familiar color scale as their gauge. I feel like I am bolstered in this notion by looking at the original launch color rarity scale. Red in the Everquest consider system was used to indicate the end of the scale, and this was also the original color of artifact gear. Yellow at some point became gold, maybe because in later revisions of the DAoC con system Orange was introduced to wedge between Yellow and Red.
Today we have a slightly different looking color scale with Artifact and Heirloom meaning very specific things and as such being outside of the actual rarity scale. Once World of Warcraft became a cultural event, this same loot scale spread from game to game until now it is just effectively the standard language for quickly indicating how special an item might be. Do I know for certain that anything I just said is the truth? No… not really. Like I said at the beginning of this, today’s was a journey of speculation. Do I think that my theory is likely? Yeah I really do think that Diablo popularized the concept of loot color coding and that the World of Warcraft Standard was deeply influenced by the Consider system from Everquest and Dark Age of Camelot. The post Origins of Color Coded Loot appeared first on Tales of the Aggronaut.

Netflix and Lava Burst

Last night I took a break from attempting to halt the Mongol invasion of Japan and returned to Azeroth. I have three characters horde side that are not 120. Weirdly they also represent most of my allied races characters aka my Maghar Shaman, Void Elf Priest and Vulpera Rogue. I made a massive push and leveled so many things to 120 in such a short period of time, that I am now sorta keeping these as a low key side project for when I need equally low key levels of activity. World of Warcraft is comfort gaming that I can more or less play in my sleep at this point, and sometimes you just need that in your life. I am however getting somewhat tired of Borean Tundra. It is significantly more efficient than Howling Fjord but it also lags a bit and has a few quests that I absolutely cannot stand. I am standing where I am because I was lured over to complete a quest without reading what it was. I abandoned the quest where you load a mule up with wreckage and then try and get it back to base without losing anything. I just cannot be bothered by that nonsense and as a result I think I am probably going to be seeking out a command board to get the starter quest to go elsewhere in Northrend. I am not a completionist at all and I will happily abandon quests left and right, especially when I am playing an alt. I’m 76 currently and I believe the elevator stops when I get to 80 and will ultimately transition over into I believe a choice of Pandaria or Cataclysm. As frustratingly gated as it is, I do enjoy the content in Pandaria significantly more as it has aged. In fact my overall opinion of that expansion has also increased significantly with age. Strangely Burning Crusade and Wrath of the Lich King on the other hand are content blocks that I don’t look forward to in quite the way that I once did because the game has evolved since those days as has my attention span.
In my normal tradition of discovering things years too late… my wife and I have recently started a watch through of Schitt’s Creek. I had heard of the show but never got around to checking it out, and quite honestly I had no clue what the Pop Channel was. It turns out it is the channel formerly known as Prevue and later the TV Guide Channel… which is peak levels of irony since I used to work for the parent company during the early 2000s. I spent New Years of 2000 on the roof of the corporate headquarters since we had an all hands order as we prepared for all of the post apocalyptic things that were supposed to be happening. It is a good show but I am not entirely certain if I can pinpoint WHY I find it so funny. I think on one hand it is that Schitt’s Creek is not dissimilar to the tiny towns that both my wife and I grew up in. I know the people that are represented on screen and serve as a foil to the Rose family. David and Stevie are without a doubt my favorite characters, but I do admit it was a little weird seeing Chris Elliot playing Roland without devolving to full Cabin Boy levels of nonsense. I think the series does a good job of creating humorous fish out of water situations without going all the way in painting the local folk as idiots. I ran like hell as soon as I could get out of my small town upbringing, and am still in many ways running from it… but that said I still have certain nostalgia for the cast of non-sequitur characters that small towns create. As of last night we are about halfway through season three and I am hoping by the time we get there the sixth and final season will be available on netflix. The post Netflix and Lava Burst appeared first on Tales of the Aggronaut.

PlayStation Show and Shaman to 60

So yesterday I made a post that is a bit out of the ordinary for my blog. Largely it was a thought experiment about whether or not we would actually get consoles this season. In a normal year I would take that both companies had announced a Holiday launch to be a done deal. However 2020 is the year when everything has been cancelled, sometimes rescheduled and often times cancelled again. We are not playing under normal circumstances and there are likely unforeseen supply chain issues that are being impacted by Covid-19. However regardless of that a Sony show happened yesterday and as they suggested there was no major PlayStation 5 news, but instead some discussion about things that had already been announced.
If you are curious about the entire show, then you can check out this link that should forward you right to the beginning of the broadcast. Of the things shown, I think Crash Bandicoot 4 was probably the most interesting to me. We have been in this time of reboots and re-imaginings, so I find it extremely interesting to get an official sequel to Crash Bandicoot: Warped from 1998. The gameplay looks to have evolved as well and I am pretty excited to get to play it. Additionally it appears that the game will be coming out for PlayStation 4 and won’t actually be a PS5 launch title. Availability to more players is always going to be a good thing, especially considering I think the PS5 will be in extremely short availability this year.
We also got to see more information about Godfall and while it still sorta looks like if Skyforge and Destiny had a kid, it appears there are also elements of Warframe factored in with your ability to find and unlock new “suits” with their own unique abilities. The designer giving the demo went out of his way to state that there would be no micro-transactions and that the game has all of its content on day one. This could be a good thing or a bad thing depending on how you look at it. I am hoping that means the game is something more akin to Diablo 3 in the way it grows and progresses, but even D3 released a Reaper of Souls expansion and a Necromancer DLC pack. The combat looks fun, so I will likely be checking this out on PC, because it doesn’t seem like the type of game I want to play on a console.
Other than watching the Sony show, I spent the majority of the night piddling around on the Shaman in World of Warcraft. I managed to ding 60 and say goodbye to the old world and move my way into Borean Tundra. I contemplated starting over in Howling Fjord because I like that zone significantly better, but the last character I ran over there seemed to level significantly more slowly. The quests are spread out and the hubs are less conducive to batching things up. I am still really enjoying the Elemental Shaman and up until this point I don’t feel squishy, which really helps the enjoyment of a caster.
All of that said… forward momentum on the Shaman is probably going to grind to a halt given that Horizon Zero Dawn complete edition releases on PC at some point this morning. I was able to log in and pre-load last night and I can see this more or less eating the rest of my free time. I played through the original game on PlayStation 4, but never really touched the DLC. My hope is that by replaying the experience of transitioning into the DLC will feel more seamless. I also think playing with a mouse and keyboard is going to make the bow combat feel significantly better. I’ve heard some weird issues with performance, so I am hoping that gets patched quickly. I’ve been running Death Stranding which uses the same engine so my hope is that I can at least get it to look as good as a PS4 Pro. So… what does your weekend look like? Will you be dipping your toes into Horizon Zero Dawn? Drop me a line below with what you have planned. The post PlayStation Show and Shaman to 60 appeared first on Tales of the Aggronaut.

Monk Ascension

I spent the majority of this weekend in World of Warcraft Retail. I am not exactly sure what prompted this, but I needed something somewhat mindless and grindy. I’ve been in a bit of a weird mental state of late and I always find working away on characters in WoW to be relaxing. I can put something on YouTube or an Audiobook and level away happily, pushing my mind somewhere outside of myself for awhile. A few months back I had been on this kick of trying to level one of everything to 120 before the release of Shadowlands. The next in line was my Monk but I stalled out in the Cataclysm levels after having ground up something like seven characters to 120 in a row.
Yesterday afternoon I managed to push the monk across the line and ding 120. This was not the easiest of characters to level, because there were quite a few points where it seemed weaker than I would have expected the Windwalker to be. The biggest problem I encountered was that the healing of the spheres that you spawn randomly doesn’t seem to make up for the incoming damage. I contemplated swapping over to Brewmaster Monk but managed to stick things out but that last level was a pain in the butt. Really it just seemed like certain mob types dealt way more damage than I could keep up with.
Now I am going through the very familiar long grind, of cherry picking which daily quests reward item level upgrades all with the goal of getting up to somewhere in the vicinity of 430. At this point I managed to push up to the neighborhood of 358 so I am slowly making progress. What is ultimately the problem is the lack of ring, trinket and weapon slots. The first thing I did upon dinging 120 was to purchase a full set of benthic gear, which sorta begins the process and is a seed for getting the world quests up into reasonable levels. I’ve already replaced a number of pieces, which always feels a little bad but I know it is just part of the process.
I’ve already picked out the next character I intend to level, which is my Maghar Shaman. For now I have decided to go elemental, because this is not really something I have ever spent much time with in the past. I’ve spent lots of time leveling enhancement, and I figured it might be an enjoyable break. That leaves Rogue and Priest that are still low levels, but if I can somehow manage to push all of these up I will have a full stable of 120s going into Shadowlands. The next trick would be pushing up some of their tradeskills, though the segmentation mostly makes that useless.
Finally there was one other thing that I was not expecting that happened this weekend. I managed to get a slot in the Perky Pugs lead Friendship Dragon. I had more or less resigned myself that it was not a thing that was going to happen this time. However Saturday night shortly after we had wrapped up the podcast I got pinged to join what was one of the last few runs of the 12 hour N’zoth-a-thon in which the horde team managed to get 455 people their mounts. The really cool thing however is that they managed to raise $10,425 for RAINN at the time of posting this. Still super humbled and shook that I managed to get in and get a purple dargon. The post Monk Ascension appeared first on Tales of the Aggronaut.