

This indicates a giant lair will contain at least five thousand gold coins worth of treasure, plus potentially other things determined by a series of dice rolls on row E of the treasure types table. In the original D&D game's second booklet, Monsters & Treasure, each monster is given a treasure type, for example: Giant, 5,000 GP + Type E. There's nothing unique about this in itself, of course - the same could be said for Rogue (1980) and, in fact, pen-and-paper roleplaying games starting with the very first publication of Dungeons & Dragons (1974).įrom the very beginning, the methods of generating loot were quite complex. In the procedurally generated halls of Morgoth's fortress, the player can chance upon a variety of items on the floor or dropped by slain enemies. (It got away with this by being free and open-source don't Like its predecessor Moria (1983), Angband is an unoffical Tolkien fangame, pitting the player against Sauron and Might this choice be inspired by Bilbo's glowing sword, Sting? However, artifacts are set apart by their names that glow in lightīlue. But what is less often discussed is how the concept's introduction into the mainstream of commercial games came largely through the vision of a single passionate Angband fan.Īngband's items aren't entirely colour-coded by their rarity, just by category. We tend to talk a lot about the principles that make these systems compelling and even addictive. Today, these "loot lotteries" go far beyond just RPGs: the same blue "rares" and purple "epics" can be seen in the mainstream from mobile games to Fortnite, Destiny, and Counter-Strike: Global Offensive.

But did you know that the randomized equipment or "loot" so common in video games today was originally an innovation of Angband? Very few people play Angband today, and most PC gamers have likely never heard of it - even when they've likely heard of NetHack and Dwarf Fortress. Angband is a 1990 computer game in the subgenre of turn-based permadeath dungeon-crawling RPGs, also known as roguelikes.
