Yoshida:
For example, I get a lot of people telling me "why do you set limits on items you can get each week?"
4Gamer:
Ah.
Yoshida:
And I understand how they feel. They're thinking "this part of the game is actually fun, so why would you make it so we can't get the item we want?" However, let's say if we try to control the distribution of rare items not by a lockout, but via drop rates instead. If you do this, then the game will simply become one-sided favoring those who can play longer.
4Gamer:
So it's a choice between having the drop rate being 1% but unlimited, versus getting a 100% drop only once each week. And having to decide which one serves the players better. It must be a hard question to answer.
Yoshida:
And having a drop rate of 1% does not necessarily mean you'll get 1 guaranteed drop out of 100 tries. It's simply an expected rate. So for example if you have a player who does nothing but play 24 hours a day, it can actually be a pretty high drop rate for that person. But then if you end up with a ton of these rare items in the game, it would cause problems with the game balance too, so then you'd end up having to make adjustments, so you reduce the drop rate to something like 0.1% because there are too many of these items, and now you just made it impossible for people who don't have a lot of time to play to get that item.
4Gamer:
This was exactly the kind of problem Diablo III had when it first started, wasn't it?
Yoshida:
Yes. Of course, we don't want to turn our backs on players who play a lot. We have players who play a lot, and players who can only play a bit, and many other customers each with their own play style. What we tried to do is to launch with something that we feel was "the best choice that appeals to everyone". Beginning with patch 2.2, we will try to include more contents for those customers who tell us "I want to spend more time playing" and "we want to see more useless/trivial things". We do want to have something to address both of those needs. But these kind of intentions can sometimes be difficult to get across to our players.
4Gamer:
But if you just tried to explain your reasonings to your players like you did just now, wouldn't they understand?
Saito:
Yeah, but that's still really tricky. Even if we explained all of this to them, from the perspective of a serious hardcore player, all that person would hear is how we're still going to put a damper on their desire to play more. At the end of the day, you'd still need to look at the whole picture from the service provider's perspective in order to know whether or not you made the right choice. The wishes of each individual player does not always translate to merits for the game.
4Gamer:
And there's the fact that resources in the game such as items and experience points really only begin to hold value when the game is properly balanced.
Yoshida:
And even that balance too is subject to each person's perceptions. You have people who think it should be normal for someone to become stronger the longer they play, just as you'll have people who think it's discouraging to have a system where those who started earlier has an unfair advantage. Both are right in their own ways, and its ultimately a matter of how they perceive things.
4Gamer:
That's true.