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	<title>Comments on: Green means Gold</title>
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	<description>Crossing the Dark Divide</description>
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		<title>By: David Eckelberry</title>
		<link>http://www.hadenblackman.com/archives/147/comment-page-1#comment-154</link>
		<dc:creator>David Eckelberry</dc:creator>
		<pubDate>Wed, 27 Jan 2010 17:44:50 +0000</pubDate>
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		<description>I agree that Borderlands executed its visual language well. And I think what was even more important than the visual language on static and dynamic objects was the use of clear iconography in the world to guide the player. With even a large number of accepted quests in the mid to late game, I always knew where to go, what to do, thanks to the quest, map, and in-HUD indications of my mission objectives.

But what impressed me just as much was the execution of Diablo-style loot system with a near-perfect ratio of complexity to gameplay value. 

This link (http://img338.imageshack.us/img338/6207/borderlands200911012208.jpg) is a screenshot of a mid-level, weapon. As much info as Borderlands packs into the weapon display, it struck me as just enough variation to produce a lot of ramping acquisition gameplay, but nothing about what it can do is unclear. And the clear display of the weapon value always provided me with a good basic sense of the designer&#039;s opinion of equipment value.

The principle of RPGs: Numbers go up. Profit.</description>
		<content:encoded><![CDATA[<p>I agree that Borderlands executed its visual language well. And I think what was even more important than the visual language on static and dynamic objects was the use of clear iconography in the world to guide the player. With even a large number of accepted quests in the mid to late game, I always knew where to go, what to do, thanks to the quest, map, and in-HUD indications of my mission objectives.</p>
<p>But what impressed me just as much was the execution of Diablo-style loot system with a near-perfect ratio of complexity to gameplay value. </p>
<p>This link (<a href="http://img338.imageshack.us/img338/6207/borderlands200911012208.jpg" rel="nofollow">http://img338.imageshack.us/img338/6207/borderlands200911012208.jpg</a>) is a screenshot of a mid-level, weapon. As much info as Borderlands packs into the weapon display, it struck me as just enough variation to produce a lot of ramping acquisition gameplay, but nothing about what it can do is unclear. And the clear display of the weapon value always provided me with a good basic sense of the designer&#8217;s opinion of equipment value.</p>
<p>The principle of RPGs: Numbers go up. Profit.</p>
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