Rarity systems

Having things like commons, uncommons, etc. Can be important to making loot feel special. The name, color and text font matter when getting the player to desire it.

To further note you need a good balance of all of these with having content drops not be too much or too little when it comes to the said content, some commons in MTG are better than a lot of rares for an example.

Generic rarity system
It's timeless, easy to pick up and players know what they're getting into right away. Players know what will or won't be valuable.

Unique rarity system
In a unique rarity system you have it harder to understand, better for players to pick up on the info you're trying to tell them later on when they start to put two and two together with being the time investment that the player is willing to put into understanding your rarity system is the real question however.

Multi-tier rarity system
These are rare cards that have a foil look to them for an example from art to actual stat based rarity. This could even be a legendary drop where the accuracy on the gun is slightly better than the other gun you're getting for an example, the usage of this system has it where players are looking for a specific item in question that's the same item for the drop but with better stats which makes it where in a comp type of game it can be a big no, no while in a single player game this is more fine to do with having it where it adds replaybility.

For games such as Pokémon having it where one could manipulate the rarity of the creature with shiny hunting or even breeding for said Pokémon to find the correct one with the natures you so desire.

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