Marcel Winatschek

Loot Tables, Annual Updates, and One Game That Actually Fixed Itself

Destiny launched in September 2014 with the kind of weight behind it that makes failure interesting. Bungie had left Halo behind and promised a universe—shared world, years of content, a living game that would evolve. What arrived was something more complicated: missions that cycled on timers, a story parceled out through grimoire cards readable only on a separate website, a loot system built around compulsion rather than satisfaction. People ran the same strikes hundreds of times anyway, because the shooting felt genuinely unlike anything else on the market. The gun feel was extraordinary. That’s not nothing—it’s actually most of it—but the structure underneath was designed to take rather than give.

Diablo III had already solved that problem, and solved it the hard way. The game shipped in 2012 to massive sales and immediate disappointment—the real-money auction house had warped every design decision, making drops feel meaningless and progression feel purchased. Blizzard killed the auction house, rebuilt the loot system from scratch, and released the corrected version as the Ultimate Evil Edition that summer. A AAA studio admitting a core design mistake and actually fixing it remains rare enough to be worth noting. The result was a game that deserved to be played, which the original version hadn’t quite been.

FIFA 15 was FIFA 15. Marginally better player likenesses, slightly adjusted physics, the annual argument about whether the new version justified the price. I’ve been having this argument with myself since approximately FIFA 07. The answer is reliably no. The purchase happens anyway.

The Xbox One was nine months old at this point and still recalibrating after launching as an entertainment hub and getting immediately punished for not being primarily a games machine. It course-corrected—Kinect became optional, the price dropped, the mandatory internet connection requirement had already been reversed before launch after significant public backlash. By late 2014 it was a solid console that happened to be slightly less powerful than its direct competitor, which in practice mattered less than the discourse suggested.