There are generally two schools of thought when it comes to your classic tabletop RPGs. There is the more serious RPGer who demands every pizza and Coke-fueled session be a production worthy of the Royal Shakespeare Company, full of emotional handwringing by characters with phonebook-length histories in a game world fully fleshed out by a frustrated novelist of a GM. When it came time to translate this experience to the PC, this became the Ultimas, the Baldur’s Gates.
The other type of RPGer just wants to kill anything that moves and be rewarded with totally sweet gear. On the PC, this would be represented by your Might and Magics and, in more streamlined form, your Diablos. Here the emphasis is less on “who” or “why” and more on the “what” as in “what do I get for slaughtering indigenous life forms having the temerity to appear in my general vicinity?”
Loot is a major part of the appeal of action RPGs like Torchlight (a slick refinement of the Diablo formula), but those who play the game in VHHC mode will have ambivalent feelings about items.
Thunder Dragonne, Tesla’s Rail Cannon, Double Damage Axe!, Wonder’s Singing Brush, Sword of Adam (the most eccentric blade since Baldur’s Gate II’s Lilarcor) … golden-hued weapons like these are undeniably useful while dungeon-crawling since the bonuses they confer can often mean the difference between living another hour or creating another VHHC character.
On the other hand, equipped items are irretrievably lost upon death (which is, of course, permanent). As VHHC characters lead very short lives, the player quickly learns to never grow too attached to an item. That gem-encrusted rifle glimmering with cunning enchantments may indeed be worthy of a Trill-Bot 4000 opus but it will never be seen again when its wielder dies.
Use it or lose it is the order of the day.
Continued…