Random items don't facilitate "infinite replayability", quite the opposite - it makes every run feel the same due to the genericness of the equipment. Even Diablo and Diablo-clones have specific items that can drop because it gives a concrete goal to work towards and even open up different builds. Admittedly, D:OS2 doesn't really have 'builds', the attribute system is trivial to the point of wondering why even have attributes, but still. Coupled with the bloat, forcing you to change gear every level, makes for a very sickly equipment system. Even if this "infinite replayability" was somehow true, I don't see how it is a desired trait to *design around*. Every book or movie we consume more than once is such "despite" their lack of randomization, I'd argue the lack of random elements is one of the things which makes them good and worthy of multiple readings/viewings. Make a good and well-thought-out game and the urge to replay it will come naturally, trust me on that.

The problem is Larian's attempt to reinvent the wheel when it doesn't need reinventing (and Swen's stubbornness in his attempts to jam a square peg into a round hole). Either that or they are too stupid and lacking in introspection to see how this system doesn't work with this type of RPG. Or any type of game for that matter, since even Diablo-clones have 'hand-placed' items, only the method with which you acquire them is random. You decide. I don't think they are stupid, though, just misguided.