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A Loot Whore's Guide: Torchlight vs. Borderlands
Robsavillo
Tuesday, November 10, 2009
Loot

Editor's note: I've been so obsessed with Borderlands lately that I haven't fired up Torchlight yet. That may have to change.... -Demian


The fun of collecting bigger and better items is self-evident to most gamers. Two recent releases, Torchlight and Borderlands, don't just tap into that primal lust for the next upgrade -- they turn it into a core part of the gameplay.

Finding new loot is like a mini-reward for adventuring. As players progress further into a game and as quests become often tedious or monotonous, the chance of obtaining better loot can sometimes be the only driving force behind player progression. Loot’s allure is that powerful.

While collecting and using loot is most of the fun, the cosmetic effects of new loot are also significant -- nothing brings a feeling of satisfaction like shedding that wimpy leather armor for a badass suit of plate mail.

With this in mind, how do Torchlight and Borderlands handle loot, and which will better satisfy the rabid loot-mongers among us? You know who I am...I mean, you know who you are.

 

Both games convey the fun and addiction of loot in their own ways. A sensation of fear and dread of the unknown drives the hunt for loot in Torchlight, as the player travels down further into the dungeons below town, he’s moving farther away from safety. The risk is greater, as are the rewards.

Borderlands takes a different approach, since the player is never too far from a safe area. The joy of loot hunting in this game comes from collecting new and powerful weapons, and the enticing on-screen mayhem that ensues with their use.

The amount of items a character can equip is another important aspect of the loot experience. The more stuff that a player can put on a character, the more enjoyable loot hunting can be, simply because there’s more cool stuff to find.

Torchlight really shines in this area, as it gives players six different armor slots, up to four different weapons at any given time, and three ring/necklace slots for bonus effects. Borderlands also gives players the ability to equip up to four guns at once, along with a shield, a grenade mod, and character class mods.

Both games share a number of other loot staples -- randomization, the color system popularized by Blizzard’s World of Warcraft, and a player inventory. While the games also share the joy of continuously finding new gear to better smash to bits one’s enemies, Torchlight developer Runic just makes it easier to manage the copious loot players will find.

I’m not at all surprised that Torchlight’s loot system is solid -- Runic Games is headed by three developers with more than a decade’s worth of action-RPG experience. Max and Erich Schaefer co-founded Blizzard North, the studio responsible for the Diablo series, and Travis Baldree designed the action-RPG Fate.

Torchlight

Many of the innovations from Diablo and Fate are evident in Torchlight. From Fate, Runic has incorporated the pet, which acts as a second inventory and means that players will be able to horde more loot. In addition, the pet can travel to town to sell unwanted loot as players continue deeper into the dungeons below Torchlight.

The streamlining nature of this mechanic cannot be overstated -- freeing the player from continuously returning to town to sell extraneous loot is a huge time saver.

From Diablo comes a number of core mechanics that make loot management easier. Torchlight provides the player with a stash, which is where players can hold loot that they may not be able to use yet or loot that they want to keep for strategic reasons.

Going one step further, Torchlight provides a shared stash. This allows players to share loot with new characters! That rare Crested Axe of the Savage found in the depths of the mines can be used in a new game by placing the weapon in the shared stash.

Torchlight also encourages players to equip sets -- two or more items of the same set yield extra bonuses. Needless to say, players are unlikely to find two or more parts of one set all at once. Having a stash to store parts to a set makes collecting them much easier.

Again from Diablo, Torchlight also has a greater element of discovery than Borderlands, since some items in the game are unidentified. Finding unidentified items (or gambling for items from the merchant who sells them unidentified) adds to their mystery.

Finally, Torchlight keeps loot competitive throughout the game by offering players a number of upgrade options. Some items allow for gem socketing for additional bonuses, and low-level gems can be combined to produce high-level item enhancements.

One thing I really enjoy about the socketing and gem system is that players have the option to either recover the gems from an item by destroying that item, or freeing the item’s sockets by destroying the installed gems.

Either option is a trade-off, but I like that gem placement is no longer a permanent decision. This allows players to upgrade placed gems with more powerful versions, or to recover powerful gems from items no longer deserving of their bonuses.

But sockets and gems aren’t the only way players can keep loot fresh -- Torchlight also allows players to enchant items as many times as they have the gold to cover the cost.

Adding enchantments (which includes adding sockets!) to a beloved weapon can keep it viable for much longer than usual, but at the risk of spending mountains of gold with no payoff. All enchantments are randomly applied and there’s a chance of rolling no enchantment at all!

Admittedly, Torchlight’s loot system is a tough act to follow, but Borderlands does add an interesting twist to looting -- the ability to grind for loot.

Areas in Borderlands will respawn; not just enemies but also lockers, gun chests, and safes (i.e., treasure chests). This game mechanic means that players can return to previously explored areas to roll for more, and hopefully better, loot. For many players, engaging in this activity can make Borderlands a continuously fun and rewarding loot experience.

While Borderlands does retain the joy of collecting loot, players will have difficulty holding onto all those amazingly destructive weapons.

Probably the biggest oversight in Borderlands is the lack of a stash -- all loot must be kept in the player’s inventory. Player inventory is incredibly small compared to the millions of guns in the game. And if you want to pass a great item down to one of your lower level characters, you'll have to find a friendly (and trustworthy) human intermediary to hold the item while you swap to your lowbie.

To be fair, players can increase their inventory limit by rescuing clap trap robots during missions. But with no way to know when a mission will throw one of these robots into the mix, players have to make a lot of tough decisions about which items to keep.

Players will drop a lot of guns, and that’s not the way of a true loot whore. We need to get the most of these unwanted items, which means that we’ll be making a lot of back-and-forth runs to a vending machine to sell them.

Gearbox could have taken a page from Metal Gear Solid 4, which allowed players to sell/purchase weapons from any location in the game via the Mk. II & III, mall robots which moved items for Solid Snake. Couldn’t Gearbox have used a similar solution for Borderlands? It's already got robots, after all, and running back-and-forth to sell unwanted loot is no fun.

Finally, consumable items like healing kits don't stack in the inventory. With such limited space in Borderlands, there’s really no reason to ever carry these items. No stacking means consumables are completely worthless, except in situations where they’re used immediately after they drop.

Overall, both games provide an addicting drip feed for the loot-obsessed, but Borderlands is hindered by some serious management issues. Torchlight makes storing and collecting loot so much easier that I’m rarely forced to dispose of any great items.

Borderlands regularly forced me to make tough calls -- do I want to keep the Burning Sniper Rifle with high chance to trigger fire effects, or should I keep that other sniper rifle which does more damage but doesn't light dudes on fire? These are the sorts of things gamers can lose sleep over.

If I had to recommend one game over the other for players with a nasty loot itch to scratch -- Torchlight, hands down.

 
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Comments (12)
John-wayne-rooster-cogburn
November 06, 2009
Both games sound great, and you did a great job comparing and contrasting them. I've read about Borderlands small inventory space, and for a game of the loot-whoring nature, I wonder why. Still, it sounds fun.

Great article!
Demian_-_bitmobbio
November 09, 2009
I read that a BioWare developer released a mod for Dragon Age that adds a 'stash' back at camp. Gearbox, make it happen! Right now, please.
Robsavillo
November 09, 2009
Demian, I thought there was a whole incident with DA:O's camp stash being offered in the DLC -- in other words, players will have to pony for inventory space.

Tom Chick was all over this last week, and I agree with him when he said:

If the inventory space limitation is an intentional design feature to reduce saved game sizes and load times, why can't the solution applied to the DLC also be applied to those of us who don't buy the DLC? And if it's an intentional design feature to force hard choices about what to keep and what to sell, why is that feature being subverted only for people who buy the DLC?


But for whatever reason Bioware is doing it, selling additional inventory space for real-world money stinks.
Demian_-_bitmobbio
November 09, 2009
Yeccch.
Default_picture
November 10, 2009
Not sure how far anybody else has gotten in Borderlands but there's a really simple way to get your inventory to 72 slots. If you're on your second playthrough and have helped repair a fallen Claptrap, chances are that you received a grenade mod. Once you've gotten the repair kit and are headed back to the claptrap, make sure you pass by a save node. If you get anything but a backpack sdu just dashboard out! Reloading the game gives you another chance as his rewards are random. Run to him (avoiding enemies makes the process much quicker) and try again, dashboarding out if you get junk.

I've done this for the first two claptraps in the game, have my inventory at 48 and since there's a total of 10 claptraps to save... Hope this helps someone.
Default_picture
November 10, 2009
@Tom - I had heard about that as well, but the resetting over and over gets very tedious quickly, I've ignored snagging more than two or three of the claptraps for exactly this reason.

A stash would have been nice if only to store some of the more interesting weapons that weren't as effective, but still cool (An SMG that shot bullets in a spiral that I hawked for inventory space immediately comes to mind).
Default_picture
November 10, 2009
@Jordan It's not terribly tedious for me but maybe I've been getting lucky. Only reset a total of 7 times so far. And the game loads the fastest of any I've played recently. I certainly enjoy the long-term benefit of more storage.
Robsavillo
November 10, 2009
Tom, I have to agree with Jordan; that method sounds really tedious. Too bad Gearbox is resistant to mod support for Borderlands, otherwise I'm sure that at least one aspiring modder would have built a stash by now.
Demian_-_bitmobbio
November 10, 2009
DA:O 'stash' mod released by the developers - http://social.bioware.com/forum/1/topic/8/index/132134
Default_picture
November 10, 2009
@Rob I don't wanna sound like I'm trying to be superior, telling everyone the best way to play the game, but it really is fast. Sledge's Safehouse took maybe 6 minutes, Lost Cave maybe 7. If the increased backpack size doesn't matter that much, then this is a useless tip. I personally like to have a large reserve cache of weapons to fall back on. Part of me wants to record the next two claptraps I find to illustrate my point but at this point it feels like I might be beating a dead horse.

For the record, I've started using smg's and would love to know where to get that spiral-shot one mentioned earlier. I'm relying on a pretty basic drop that seems to find criticals with ease but it's hardly better than my combat rifle. And now that I'm a level 50 it seems to take FORever to get my proficiency up in anything. Anybody have the same problem or know of a solution?
Robsavillo
November 10, 2009
Demian, that's great news! Looks like BioWare took criticism of the stash seriously.

Tom, maybe it's not as bad as I imagine. I'll have to give it a try next time I come across a blue clap trap.
Default_picture
November 10, 2009
@Rob Earl's Scrapyard and New Haven are probably the easiest since the claptrap is so close to the load node. Just don't forget to run past all enemies!

I have a slight qualm with all the loot I can get in these games. While the vendortrash is great for the wallet it seems that 90% of loot is garbage and 5% is for weapons I'm not interested in. Which causes an internal dilemma when I have to leave all those sparkling loot notifiers on the ground, almost like breadcrumbs, marking my path of destruction. I wish there was a way to just smash weapons into money if I don't need them. The pet in Torchlight sounds like a great remedy to this so I hope Gearbox takes notes on the inevitable sequel.
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