Since the very  WoTLK Classic Gold beginning of World of Warcraft 's development, Brevik and his teammates at Blizzard North recognized that the game had the potential to attract players by the lure of ever-expanding powerhouse gear, and they endeavored to maximize that appeal. By replacing the cumbersome battle gameplay of its predecessors, with an unending buffet of loot, they succeeded creating a revolutionary "action-RPG" genre more accessible and enjoyable to a wide gamer.

"At it was the moment, we would belittle games that were less smooth in their combat," Brevik said of RPGs with combats that were slower that World of Warcraft . "Maybe it was because the game was not sarcastic like "Oh, I've come across the most terrifying monster, I hit a particular key to draw my sword, and then I change my position to ensure more effective hits, then I must make a certain swing' ... we wanted to distill down to the essence and replace of that with a slot machine. We didn't even know it was one in the beginning--it's as if there was a representative from Vegas giving us tips on how to make the machine be more effective in attracting players. But over time we came to realize that altering the odds and balancing the game to ensure that your level of character and building were just as important as the money that you won made people truly want to play. We centered our efforts on."

Though World of Warcraft and its beloved 2000 sequel made an immense impact on the PC gaming environment of their day, it took quite many years for random loot to expand to other genres. (Brevik himself was in the vanguard of this with Hellgate: London, a prototype of that "looter shooter" game that created in 2009's Borderlands will later propel into mainstream.) In recent years however, the concept of color-coded loot has become prevalent across all kinds of gaming, ranging from story-driven single-player games such as God of War to the constant craze of pop culture called buy WoTLK Gold Fortnite. However, as the idea has been integrated into the language of games some developers have tried to make it more refined however with mixed results.