At a certain point in the game, presumably right before the player has the option of entering the "final dungeon", the player can now do a bunch of side quests, find the best items, grind levels, etc. - essentially, maximize their power.
The question becomes - how powerful do you like the hero party to be able to become? Do you like the possibility for the hero party to become absurdly powerful, one-shotting all but perhaps the rare superboss? Or do you think the game is better served when yes, the party can grow in power, but as long as you're playing the game, the enemies will always scale to a level that the party must take seriously?
AND, does your point of view change when you're the develop vs. when you're the player? Do you enjoy becoming absurdly powerful as a player, and then offer the same option when designing your games, or do you take more pleasure in designing a game where the player will always feel challenged? Or vice versa, do you enjoy always being challenged, but want to give your players the option to feel uber powerful, if they so please?
Interested in your thoughts on this topic!
The question becomes - how powerful do you like the hero party to be able to become? Do you like the possibility for the hero party to become absurdly powerful, one-shotting all but perhaps the rare superboss? Or do you think the game is better served when yes, the party can grow in power, but as long as you're playing the game, the enemies will always scale to a level that the party must take seriously?
AND, does your point of view change when you're the develop vs. when you're the player? Do you enjoy becoming absurdly powerful as a player, and then offer the same option when designing your games, or do you take more pleasure in designing a game where the player will always feel challenged? Or vice versa, do you enjoy always being challenged, but want to give your players the option to feel uber powerful, if they so please?
Interested in your thoughts on this topic!


