![]() During one of these such encounters it earned Furor and practically the entire raiding group a permanent ban from Everquest. 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. ![]() The Dark Age of Camelot Consider SystemĪlex Afrasiabi, better known as Furor to the old timers… was the leader of a rather notorious raid guild called Fires of Heaven. It is within this consider system that I think we start to shape up what is the standard going forward. 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. You might brag to your friends that you were able to easily solo yellows, or that you managed to kite a red. If you considered a significantly higher encounter it would spit back in bright red “what would you like your tombstone to say?”.Īs a long time Everquest player, this scale became so ingrained that we just referred to encounters by the color that they considered. 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”. 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. It wasn’t like you could highlight the mob and get a specific level number to indicate how difficult an encounter might be. So we know for a fact there is a specific color scale that they would both be intimately aware of.Įverquest was a game that did not give you clear statistics for the monsters you were encountering. In many cases they were hardcore Everquest players, with Alex Afrasiabi and Jeff Kaplan in particular being the leaders of high end raiding guilds. We do know a few things about the early designers of that game and its itemization. However we don’t really know how they landed upon the specific scale that they did. 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. The game that I most closely tie the “standard” loot scheme to is World of Warcraft. There are however a few facts that one should take into account. Now is the point where we start drifting into wild speculation. 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. 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. ![]() 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. 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. The various tiers of rarity are often indicated by particular colors that allow a player to quickly recognize the quality of their loot. Loot may often be assigned to tiers of rarity, with the rarer items being more powerful and more difficult to obtain. To keep you from having to click through and read the entire post on loot in video games, here is the relevant bit. This was a fairly short search if we are willing to accept Wikipedia as the authoritative source. This lead to a search of what game popularized this concept. The same was true when I was in the business of building forums. 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. 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. This is a random assortment of games that have color coded loot rarity systems. 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. ![]()
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