Bear with me here, the precise question I want to ask is difficult to express. I'll put the question first as best I can, followed by context, followed by a game specific example. Read as much as you have interest/time for.
The Question
When a player gains abilities through gear in a game, that gear can be 'connected' to a boss, fight, or experience in lore, or it can be 'disconnected' by being available through many paths.(We are not counting 'buying the gear from someone else, because in the 'connected' form, you still know that someone fought the boss). Does this affect your
immersion one way or the other? Do you prefer to feel your gains 'embodied' in your character as a personal thing, or do you prefer them connected to some 'concept in the world' even if this results in more drama over gear in some way?
The LoreMaster's Will
I'm also trying to formulate a question for a LiveStream for Steven specifically, that adds some context to this. Please feel free to discuss the question and philosophy too. We've seen specific gear ideas like the Titanbark Mail from Lord Oakenbane, Cyclops weapons, Carphin weapons, etc. These could be placeholders, they could be an indication of Steven's wishes as LoreMaster, they could be 'being debated'. I want to know if they indicate Steven's wishes because that influences a part of design that doesn't get directly addressed a lot.
If Steven wants 'Connected' gains,
even if full gear never drops it's likely that materials will lead directly into 'Gear that tells a story'. If you see someone in "FullBring Armor" you know that they fought the 'Titanic Fullbringer'. Or you know that
someone out there did. Perhaps give you the moment of thinking about 'specialists out there in the world who fight it'. Or reminding you of your experiences when you fought it. The 'memories' or 'immersive triggers' are contained in the gear itself.
If we use things like 'base gear augmented with gems/slots', or as suggested in another thread by
@Laetitian, Item Stat Points that (I presume, they can clarify) would just be assigned to certain base gear, does it change the experience for you? If my presentation here seems biased it's because I know it affects it for me, and you can check my examples below. That said, any suggestions about how to succinctly phrase this question for next month are appreciated, it does not seem like one I can easily 'trim down'.
Basically:
"Does Steven prefer strong lore connections in finished gear (e.g. Cyclops Gear) between the
source of the gear and the overall bulk of the stats it gives, enough that we should be expecting this to be a common part of itemization?"
Example 1: FFXI - Kirin's Osode/etcKirin is the top boss of the Shujin, the one beyond the Four Gods of Tu'Lia in FFXI. At the time of release, explicitly A Big Deal, full 'raid' content, level 92, summons his personal 'copies' of each of the other Four Gods, etc. I mention all this because the lore is part of the point. Expand the below if you don't immediately get the reference/relevance.
Kirin drops a body piece explicitly called
Kirin's Osode. Not even a chance of confusion here. It can be sold in a player's personal Bazaar (you interact with their character when you see them in a specific way, always active) but can't be Auctioned. But it's actually not that 'great' a gear piece for most situations, as it literally only gives 'big chunks of all base stats and some Light Elemental Defense', which is good for this discussion because...
FFXI also eventually added an 'enhancement' system for gear, and a specific form of it for the Kirin/Four Gods gear (to revitalize the content for a bit). You can put special effects onto the Osode, allowing it to match the special effects of some other gear pieces. You fight one of the other Four Gods and get an item that is normally used to spawn Kirin, but you break it up into 'Scraps (4)' and then use it as 'Enhancement Material' for any of their gear pieces, and it even enhances each one differently (the devs almost certainly just defined what types of stat blocks they wanted available and worked backwards, it's still somewhat luck, but you can cleanse and retry).
The connection is still there, though. In order for you to get the 'power' of an Osode, regardless of the enhancement, you have to 'think of Kirin'. By contrast, to get the enhancement you might 'forget which of the other Four Gods you fought to get the Scrap you used to power it up'. FFXI is very 'Connected' for most gear. Gear itself might be 'easily obtained, just purchased using some currency', but those only 'lose' the feeling of 'an associated fight', not 'an associated source'.
Example 2: Monster Hunter World - Empress Gear/etc
Monster Hunter World's "Lunastra" is an Elder Dragon that drops specific parts of itself when defeated, but MHW also has a 'jewel' and 'slot' system at higher levels, and unlike FFXI's Kirin (note that MHW has a different Kirin, I'm not talking about that one, hence Lunastra example) it is 'Lore Agnostic'. More powerful enemies drop better/more powerful jewels, but you don't have to remember which drops which, it's almost entirely random. At best, there's some weighting in the loot tables, so Kirin drops more Critical Hit gems, Vaal Hazak might drop more Speed Healing type Gems, etc. Honestly, this probably isn't true. RNG is just streaky. Expand below to get reference/relevance.
So we have a direct contrast between the two systems here. If I see someone wearing Lunastra Armor, I know they fought it. Maybe even specialize a bit (RNG means you might need to fight 10+ just to get a full set). But their 'power' might be mostly in their chosen gems which tells me nothing about how they got it.
In fact, sometimes the random 'event' gear that they give out for cool looking cosmetics reasons has little 'base stats' or special 'contributes to a set bonus' that you might want, and in exchanges has more/better gem slots so you can customize it. Would this sort of thing disconnect from the 'world'? Someone running around in a full Gala set is probably quite strong still if they have lots of powerful gems in the slots or a really focused build made out of Gem combinations, but you have no idea what they fought or fight to get it, you can focus entirely on their personal skill, amount of time playing, etc. For all you know they just fought 1000 Great Jagras during that event with the big one where it literally spit up Gems. Optimal, but Disconnected.
Example 3: Black Desert Online - Most Gear
BDO is very 'skill heavy', your gear often just represents 'tiers of skill' or 'slightly varied paths to the power caps'. Combined with a steep sloped 'mountain' to climb (and slide back down, at least in some versions/eras) this focuses everything on the player's time investment and sometimes a bit of their PvP skill (depends on the era) but generally Disconnects
performance from gearing and puts it into Enhancing, which is fueled by nearly all activities. This means that players who play a lot and 'work hard' in some way can get to the same power level
and type (mostly because there aren't many gear-based power types, or many gear differences, honestly). They still have a little from their World Bosses, but if you're not familiar, expand below.
The 'issue' with BDO World Bosses is that they aren't very skill based, though higher skill and gear does increase your chances of getting their rare drop. The drop chance is already very low though, if 50 people fight the boss, anywhere between 0 and 3 of those 50 are getting the big drop that day, and that's base version so enhancement go! More importantly for this topic, the 'sensible' thing to do is to put an Alt at the world boss' location, preferably of the class you can autopilot or slightly enjoy the boss on or can achieve highest DPS. This makes the gain further 'Disconnected'. I don't get Kutum boxes by 'using my main to fight Kutum', I log over there at 3 minutes before Boss Spawn if not otherwise busy. This doesn't apply to Ashes but it's a simple example of how far it can go in that direction. They've been trying lately to make this more Connected for some reason, offering Quests, special enhancement items, etc. Just think of it as them moving closer to one of the examples above for whatever reason.
The gear itself is still only really 'special' in one or two ways or perhaps 'the way it allows you to get to the main relevant caps for whatever', but this means most people just choose the easiest one or collect them all for different situations as they play more. I can't say with certainty if this is effective, I have too many biases against this game, but BDO players might be able to say if they have proper associations. I do know that outside of these World Bosses, there are Field Bosses that have similar drops, and there's some slight association.
Thank you for reading through whatever parts of that you found relevant. I wish I could make the 'question' better, but just throw whatever your thoughts on the matter are, in here, and maybe let Steven know if you're likely to have any explicit negative reactions to 'gating specific builds/stats behind specific boss kills' if he really desires the 'Connected' effect.
As for me, I'm ambivalent on that, it definitely increases my immersion, but I recognize that the downsides of it can also lower my other forms of enjoyment depending on the design, so this is a 'whatever Steven wants' situation for me, in the sense that I have no reason to disagree with any point on the spectrum between the two as long as the design fits the game. I've already got a full opinion on how this 'should' work in Ashes somewhere, but even that is based on 'all the defined priors', and those are subject to change like most other things.
Long live the Sandal Lord/LoreMaster.