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A little something that popped into my head while thinking about game design. But first off, what do I mean by a straightforward leveling system? Well, I don't know what it's technically called, but you may also call it the simplest leveling system. Y'all know the grind--slay monsters, gain EXP, reach a certain amount of EXP, level up, your stats go up. Easy, simple.
I personally didn't like leveling systems like this. My favourite rpg growing up was Diablo II. The difference in its leveling system was that you got to assign stat points when you leveled up. It was nice to have a bit of freedom in how your character was growing. Western rpgs seem to be fond of different leveling systems. Games like Fallout and Elder Scrolls didn't just raise your stats every time you level up. No, they gave you other ways to grow. Jrpgs have been following suit in a way. The last four offline Final Fantasy games (X, XII, XIII, XV) were a little bit more flexible with character growth (X especially, and strangely, XV was more traditional with its leveling than the others). Or it's not just about what happens when you level up. Final Fantasy Tactics had a different approach to how you level up. Instead of party exp for slain enemies, every action granted exp.
So, how do y'all feel about straightforward leveling systems? About non-straightforward leveling systems? Both as players and as developers. And what kind of rpgs do you think work better with straightforward leveling systems and what rpgs don't? I've given my examples and I feel like the examples above chose the right leveling system for its style and gameplay. So how about y'all? Thoughts?
I personally didn't like leveling systems like this. My favourite rpg growing up was Diablo II. The difference in its leveling system was that you got to assign stat points when you leveled up. It was nice to have a bit of freedom in how your character was growing. Western rpgs seem to be fond of different leveling systems. Games like Fallout and Elder Scrolls didn't just raise your stats every time you level up. No, they gave you other ways to grow. Jrpgs have been following suit in a way. The last four offline Final Fantasy games (X, XII, XIII, XV) were a little bit more flexible with character growth (X especially, and strangely, XV was more traditional with its leveling than the others). Or it's not just about what happens when you level up. Final Fantasy Tactics had a different approach to how you level up. Instead of party exp for slain enemies, every action granted exp.
So, how do y'all feel about straightforward leveling systems? About non-straightforward leveling systems? Both as players and as developers. And what kind of rpgs do you think work better with straightforward leveling systems and what rpgs don't? I've given my examples and I feel like the examples above chose the right leveling system for its style and gameplay. So how about y'all? Thoughts?