Scaling Enemies Without a Traditional Level System

Ratatattat

Veteran
Veteran
Joined
Mar 22, 2020
Messages
277
Reaction score
276
First Language
English
Primarily Uses
RMMV
Hey all :)

I was hoping for some feedback on my general scaling concept that I'm trying to work out. Whether it be endorsement, criticism, warnings of unforeseen consequences, or further brainstorming, all feedback is welcome!!




So I guess, context on the system I have in mind first (optional to read or skip):

I'm about 98% set on not having a traditional leveling system in my game (as in gaining general "experience" to advance from level 1 to 2, and so on). It's going to be very story-heavy and mechanic-heavy (if that makes sense?), meaning the fun is supposed to come from the actual doing of things (e.g. hopefully more interesting mechanics than just flipping through menus, or mindless button mashing), immersing in basically roleplaying as a student of magic and "experiencing" progression through the curriculum/program in a natural way.

To me, "natural" in this case means you get better at the things you practice and take courses in, and those particular skills get stronger. It wouldn't really make sense if you could not once step foot in the Battlemagic classroom or train in the arena, but could suddenly deal more damage with attack spells (or withstand incoming ones better) just because you "leveled up" by making a bunch of potions in Alchemy class. Meaning, there's really no place for an overall "level" system that unrealistically affects everything.

I do have a basic, discrete rank system of progressing from novice -> apprentice -> adept, or whatever. These will be milestones that can be reached by meeting certain goals/criteria, and will act as "gates" to the availability of things like better spells, bigger quests/main storyline continuation, unlocking equipment/abilities/lessons/traders/locations/etc. There will be something akin to levels, in that players can track their progress of learning in any particular school of magic (which has to do with story and quest completion as much as skill mastery), as well as their mastery of each specific spell/skill within it - but no single, master number that presides over everything.

So basically, rest assured - I definitely plan for there to be some form of progression, and actually lots of it. Just not in the form of traditional, generic character levels as most RPGs have.




Now for the meat of the post...

So, that leaves the question of how to handle enemy difficulty and scaling. Obviously, I can't set an enemy to scale to the player's level, or "player's level + n", or whatever, if there are no traditional levels.

I've brainstormed three general alternative scaling schemes:
  1. Fine-Tuning
    • Adjust enemies' stats (HP, attack, defense, etc.) by a percentage of certain player stats, based on exactly how difficult I want the enemy to be and in what way. Each stat could still have a minimum value or cap for gating/improvement purposes.
      • ex. If it should take so many of the player's hits to kill an enemy, then I'd adjust its HP based on the player's attack stat (and possibly vice versa).

      • ex. If an enemy should be a heavy-hitter but easier to kill, then its attack should be a percentage higher than the player's defense, but its defense should be a percentage lower than the player's attack (and perhaps its HP a low enough percentage of the player's HP or attack to render it lower than other enemies at the same point in time).

      • ex. If an enemy should be a powerful magic-user, then its magic attack stat could increase proportionally with the player's magic defense, to make sure its spell attacks are always strong; but its physical attack could scale normally (or exponentially more slowly) with the player's HP, and/or even be capped - so having higher physical defense is still advantageous if the enemy's magic is "silenced" and forced to attack you physically.

      • ex. If an encounter should reward players for using armor-penetrating attacks, or spell attacks that ignore armor completely, then I'd give the enemy a tier of armor based on the player's attack stat, and keep its HP scaled to the player's HP (or something else), rather than their attack like in the first example - so being physically stronger won't make it easier to hit without using those strategies, but it will make the enemy go down faster if/when you do use them.
    • Pros:
      • Loosely mimics the effect of traditional level scaling, but more fine-tuned and tailored to specific enemy archetypes or lore/story/gating needs.

      • More control over the player's experience with specific enemies, including optimal/suboptimal stat profiles, skills, strategies, equipment, etc. per encounter (see first "con" below).

      • Opportunity to design more dynamic encounters that play out differently based on the player's build/strategy/etc. by choosing certain stats to lag behind others or scale based on unconventional factors (see second "con" below).

      • These deliberately crafted enemy experiences shouldn't become ruined/imbalanced with over-leveling, nonlinear progression, or min-maxing, because every stat that's crucial to the experience will scale with whatever stat is logically required to maintain the intended difficulty, in whatever pattern it needs to.
    • Cons:
      • Lots more work for me.

      • Could eliminate potential variation in unique player experiences with a particular enemy if I fail to specifically account for and reward different builds/playstyles (like in the last two examples above), or otherwise pigeonhole the player into one necessary strategy or optimal build.

      • Could nullify a sense of improvement if the difficulty/experience is always the same (but could be mitigated by gating with minimum stat values for later-game enemies, and/or capping stats for earlier enemies).

  2. Direct Scaling
    • Directly set each enemy stat as a percentage of its analogous player stat, with minimal fiddling. As the player's stats go up, enemies' stats go up - either analogously, or basing them all on one representative player stat that's likely to continually increase with any progression, such as HP (or general class progression, making it more influenced by story advancement and general completion). No tailored exceptions; everything increases with its counterpart, and does so linearly by a flat percentage or percent range (it mustn't always be a 1:1 parallel). Each stat could still have a minimum value or cap for gating/improvement purposes.
      • ex. If an enemy should be a "tank", then its HP might be 2x the player's at any given time (this would naturally reward having higher attack and defense, but punish increasing your max HP).

      • ex. If an enemy should be a "glass cannon", then both attack and defense could increase based on cutoffs of the player's HP or main class progression, but attack doubles at each cutoff point while defense only increases by 15% (this would naturally lead to an increasing gap between its attack and defense as the player progresses, which could be bad or interesting depending how it works out).
    • Pros:
      • More directly mimics the effect of traditional level scaling, and still has some room for variations on enemy build by using simple scaling factors (like the tank example above).

      • No worries of freezing out certain builds/playstyles by not considering them, or forcing the player into one optimal build/playstyle via tunnel-visioned enemy design.

      • Much less work for me - just set up a few basic relationships between enemy and player stats, then plug in some scaling factors, varying the numbers as needed to fit vague enemy build types, and it's ready to go.
    • Cons:
      • Less control and minimal opportunity for unique enemy builds/experiences - despite minor variations due to scaling factors, enemies would still loosely mirror the player's build at all times. It could also get out of control and have extreme consequences if the player min-maxes, as the enemies effectively will too.

      • Potentially nullify the uniqueness of even the player's build, and punish increasing your own stats, if it will always just increase that stat for every enemy by a predicable amount. This would seem to also render min-maxing a bit pointless if the enemies' stat profiles just follow.

      • I could mitigate the first two "cons" by going the "base everything on one representative player stat or general main class progression" route - but then why not just implement traditional levels after all? At which point that would require either overhauling the whole system, or shoehorning in an extra system the rest of the game wasn't built to implement or benefit from.

      • Could nullify a sense of improvement if the difficulty/experience is always the same (but could be mitigated by gating with minimum stat values for later-game enemies, and/or capping stats for earlier enemies).

  3. No Scaling
    • Exactly how it sounds. Just set each enemy stat to a number (or range) and let the player meet, and eventually overcome, it with the advancement of their stats and skills. Anything could be hard or impossible to defeat early on, but everything will eventually become squishy enough to the player that it'll drop dead from a sideways glare.
    • Pros:
      • Guaranteed sense of improvement as all difficult enemies become easier with skill advancement.

      • Can still implement fine-tuned control of enemy experience, by simply balancing their stat profile as I please.

      • Super easy for me to do.
    • Cons:
      • Inevitably leads to the classic unrealistic scenarios where huge, deadly enemies that once ripped the player to shreds now die from but a single poke.

      • Any tailored stat profile will be rendered moot when the player advances their own skills far enough beyond its hard-coded values.

      • Min-maxing could completely imbalance the experience in unexpected ways.

      • Nonlinear progression and/or its resulting over-leveling could mean the player never experiences an encounter as intended, even once.




SOOO. What are you guys' thoughts?
I think I generally like the first scaling scheme best, if I had to pick one (and I think the second has the most serious potential drawbacks), but I do think it would be smart to do a bit of all three, depending on the circumstances.

  • Major bosses might always follow the first scheme, as it lends itself to designing some super complex (and therefore potentially interesting) dynamics, and it would be worth the time to sit and consider how the enemy-player stat relationships would interact with many potential builds/playstyles. That's also exactly the type of battle I would want to always have a consistent experience. They're part of the story, so a controlled experience is warranted. They're also generally one-and-done, so the player will never return to it expecting it to be easier later.

  • In contrast, my game's equivalent of a rat or mud crab might follow the third scheme, with no scaling at all. These would be enemies meant to be mildly challenging at the very beginning, but would be ridiculous to still pose any sort of threat to a seasoned hero.

  • Meanwhile, something like common vampires or manticores might be somewhere in-between - not special enough to justify the workload or complexity of a fully-tailored boss scaling dynamic, but interesting enough to commit to more of an archetype/build than just "everything always scales with the player", and yet too thematically fearsome to become obsolete too soon due to a total lack of scaling. However, being only common creatures, they should be able to be improved past with enough work. So I might do a bit of fine-tuning for flavor, but nothing too crazy, and perhaps take advantage of minimum stats to gate them for lower-skilled players, as well as some stat capping (or at least exponentially slowing down) to allow the player to eventually achieve tangible superiority over them.

But... what am I not considering? What major, glaring flaws have just flown right over my head? What corner have I backed myself into? Where am I being too stubborn, or more complicated (or convoluted) than necessary? I'd love some outside brains on these concepts and some brutally honest opinions :kaojoy:

Thanks to everyone who might engage!!
 
Last edited:

LordOfPotatos

Veteran
Veteran
Joined
Oct 9, 2015
Messages
234
Reaction score
222
First Language
english
Primarily Uses
the first thought that comes to mind is... if you'll make enemies scale their stats to the player's stat increases, why increase stats at all?

the whole point of increasing stats is the fantasy of sheer power escalation, if that's not what you want you can just lock the game to level 1 stats and design everything around that.

then the progression system is based exclusively on getting new abilities, which I think is what you want to do.
 

Ratatattat

Veteran
Veteran
Joined
Mar 22, 2020
Messages
277
Reaction score
276
First Language
English
Primarily Uses
RMMV
the first thought that comes to mind is... if you'll make enemies scale their stats to the player's stat increases, why increase stats at all?

the whole point of increasing stats is the fantasy of sheer power escalation, if that's not what you want you can just lock the game to level 1 stats and design everything around that.
Yeah, that was one of the main "cons" of exclusively doing either of the first two systems. However, I'm not sure if it's just the normal level of "con" that comes with literally any game that uses scaling, or if it would be worse to scale skills/stats directly (rather than having templated levels like normal).

then the progression system is based exclusively on getting new abilities, which I think is what you want to do.
Perhaps this is onto something... I do want specific skills/spells to be improvable by practicing them, and while a lot of the improvements will be numerical (like increased damage/range/targets or decreased cooldown), there will also be a lot of more unique improvements (like expanding option types to choose from, introducing new mechanics, adding additional effects, etc.) that won't really be quantifiable the way "this spell does 10/20/30/40/etc. damage" is. And therefore would be difficult to "compare" or "match" enemy stats and skills that are completely different in nature... a fact I hadn't actually considered yet :)

I'll think more on this... like I said, you might be onto something, where a more viable option could be to fully commit to a more "lateral" form of progression rather than a "vertical" one with scaling, if my game design is already leaning that direction.

Thank you!
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
6,059
Reaction score
5,829
First Language
English
Primarily Uses
RMMV
I read a good chunk of your post (sorry, I got a little antsy about 60% of the way through as it was hard to visualize what it was you were trying to describe and work around).

My initial suggestion to anyone who wants to scale enemies or XP is this:

Don't.

If you want battle to be interesting and remain challenging, then you don't revolve your combat around stats, and you instead revolve it around gimmicks.

No matter how hard you work at trying to keep your game "balanced" and "challenging" with stats... players like me are going to break it. Easily. And laugh at how easy you made your game despite all the extra work you put in.

Let's jump in to the initial ideas I had for how to break your system:

1. It promotes doing the "challenges" or "fights" as early as possible while also skipping as much "extra combat" as possible. If the boss will hit harder or be harder to defeat based upon my stats, then it's not worth it to gain extra levels in the slightest since the easiest time I will have is the moment I can fight them. Unless, you've somehow managed to make a "perfect treadmill", in which fighting them at any level with any number of a stat is the same regardless... at which point, the system for scaling need not even exist since all player progression is meaningless.

2. Equipment. Oh yes, Equipment is often how I break these games. Skip as much content as possible, be as low level as possible, and just equip the best stuff I can find to scale my stuff beyond the intended experience to "easy mode" the content. You don't mention anything in here about equipment, or if the equipment even changes how the scaling works, but I'd wager it might. I'd probably engage in a little "trial and error" with how that equipment works and changes the fight, and then exploit the combat with the results I discovered.

3. Healing! So long as an enemy doesn't one shot me, every single moment I can heal is "effective HP". Yes, I may have 200 HP, but I've got 99 Potions that heal 100 HP a pop, so I've actually got 11000 HP the enemy needs to whittle down before I lose. This means I can win any battle through simple attrition. It's a boring way to play, but it's effective. Given the opportunity, players will optimize the fun out of your game.

4. If stats can be leveled independently, and your enemies always look at specific stats to "scale up", then I just need to find the greatest "workaround". Just with the example you cited, my initial thought was "how can I level up just my HP to insane levels, so that hits don't matter to me?". Especially since you didn't seem to have anything scale based on HP. If I left my Magic Defense low, but raised my HP to insane levels, then the boss would hit me for very little damage, and I could easily weather the storm without worry. In fact, it sounds preferable to never level any of the "Defensive" stats you have in your game, just so that I could keep enemy damage pretty low.

5. If you've actually accounted for 1-4 (and no dev, to date, has ever managed that), you run across what I call "The Hollow Knight" problem. Oh, Hollow Knight allows you to upgrade your sword (Nail) to do more damage. AWESOME! Makes combat easier! Faster! Bzzzt! Wrongo, boyo! It lets you defeat the trash mobs faster (which you'll rarely ever fight in the entire game, since it's easier and faster to avoid them most of the time, and you really don't need to grind the currency after a certain point), but it makes defeating the bosses take longer. Like, with the baseline Sword you might have to hit a Boss 30 times. Well, you upgrade the Sword, and now you have to hit them 50 times. It actually pays to never upgrade the Sword at all, and to skip all the content associated with upgrading that sword. The game effectively renders a good chunk of its own content and rewards "worthless". And, this is a game in which "difficulty" is measured 100% by "how long can you do this repetive task before you get bored?", rather than actual skill (repeat the boss pattern 20+ times to win! TEDIOUSNESS IS DIFFICULTY, GUYS! Didn't you know that!? It isn't enough that you've proven you can't get hit 3 times... no, you must do it TWENTY OR MORE TIMES! TRY NOT TO FALL ASLEEP NOW!). I have since been proven wrong on my assertions of Hollow Knight here. They can safely be ignored. I didn't remove them just in case the example was still "useful" to someone. But, the data is actually incorrect, so it can be disregarded. So, you risk rendering a great deal of your content "pointless". A good chunk of your battle system is rendered pointless since there's nothing to be gained from engaging in it. A good chunk of your "skilling" system is rendered pointless as players would just hit the bare minimums to progress and go further. And, that's if they're even having "fun" at all, at that point. "Preservation of Challenge" isn't an automatic "Game is fun". The amount of players who actually enjoy "persistent challenge" all through their video games is around 2% of the entire playerbase. Most players like to feel a sense of progression. They like to feel like they've earned the right to bypass certain things, or do new and cool things. They want the "difficulty" to lie in the game teaching them new things or having to rethink some of their strategies. They want the proof of that mastery to be that they can melt challenges, because those challenges are now meaningless to them.

---

Here's what you're running up against, that most devs do, when they want to "scale" XP or Challenge:

You're working against human behvaior in every conceivable way.

If people "enjoyed" challenge, they would constantly seek it out. They would spend nearly every waking hour of their lives seeking more and more challenging things to do. We'd all go to college. We'd attempt to learn every single trade in the world. We'd attempt to get the most dangerous and challenging jobs imaginable. We would all engage in PvP gameplay and all the noobs to every shooter would only ever accept games against the top 1% of players.

That's not how reality works though, is it?

Overcoming challenge can be fun, but it typically isn't fun on its own.

I, personally, found that "overcoming challenge" in Dark Souls and Elden Ring wasn't that fun. The games feel really bland and grindy and boring when each new boss is the same challenge I had with the last one. Until I got powerful enough to melt those bosses. Or melt the enemies. Then, I was having fun. Destroying the challenge of Dark Souls and Elden Ring gave me immensely more joy than learning to parry, learning to block with a shield, learning attack patterns and "waiting to get a hit in". Walking into a room and whacking a boss dead with like 10 hits felt AMAZING. Wandering into a big boss fight and hitting them with my Kamehameha to destroy them in 3 seconds is AWESOME.

But, would it have been amazing and awesome if I was able to melt every boss and enemy from the beginning? No. Because challenge existed at the beginning and a means to permanently overcome that challenge was available to me, I put in effort to do that. So, when I finally was able to overcome the challenge permanently, I was having an immense amount of fun. I got to show off the power I had earned. All the deaths and losses I'd gotten at the beginning of those games had made me savor being overpowered that much more.

It can be exciting to have players win "by the skin of their teeth", but it isn't fun all the time. It's fun when the player has knowingly gimped themselves, but still pulled out a win through some means that only Underdogs understand.

The world will cheer for an Underdog. They won't cheer for someone "getting by".

I always think devs should spend a lot more time analyzing people, rather than game mechanics. People will tell you everything you need to know about why you do and why you don't implement certain mechanics in games. Most devs do "trial and error" and then "follow the leader" and never understand why certain things work and their games take off. It's because none of them ever study player behavior. None of them ever study psychology, sociology, or even just are Wallflowers in public spaces.

When you understand how and why people work the way they do, it's a lot easier to design games and avoid pitfalls.
 
Last edited:

Milennin

"With a bang and a boom!"
Veteran
Joined
Feb 7, 2013
Messages
3,225
Reaction score
2,594
First Language
English
Primarily Uses
RMMV
Let's jump in to the initial ideas I had for how to break your system:

All of these would assume you actually know how the game functions as a player, even though in reality you wouldn't just know all this and would require extensive testing to a point where you might be better off playing the game as intended if your only goal is finishing the game as fast as possible. (Assuming no digging into the game's eventing, of course.)

1. You wouldn't know the game scales up enemies unless the game straight up told you it does, and even then "scaling up" is a rather vague term that could mean a lot of things and involve a lot of variables. Knowing how, where and when the game scales up enemies would require time testing.
2. This is assuming the game doesn't scale based on equipment. Though what if it does? You would have to perform tests with and without equipment and also take into account possible variance in damage formulas that might screw with your results.
3. This is every traditional RPG ever. It is not unique to games that scale up their difficulty.
4. This would require additional testing to find out which stats scale the best with how the game progresses, and which stats would actively hurt to raise.
5. This also would require additional testing to find out faults within the scaling formula of the game, as well as finding out whether or not it's significant enough to bother avoiding or not.

Number games are going to be number games and RPG's are going to be RPG's, so obviously there are going to be ways to "break" them even if it's by something as basic as just grinding up levels to make the content obsolete; using a "game is breakable therefore bad" argument is pointless. Though I've noticed you're so obsessed with "breaking the game" that it seems you're more concerned with how you get around the intended rules of the game than playing the game itself. A game could have millions of players enjoying the experience for what it is and yet you dedicate all your time "breaking the game" instead to prove your point that it sucks and everyone else is wrong about it. You need a developer to literally restrain your character to a single level, against a single enemy, no items, no skills, no stats, no nothing to prove they made a game that can't be "broken" and to be declared the ultimate, perfect game by you. Your ideal experience is to be so restrained and strictly railroaded by the developer that there's no room for anything but the intended experience. Perhaps try a hallway walking simulator?

This isn't to say I defend scaling in an RPG. It pretty much goes against everything the traditional RPG stands for, which is progression through numbers. Players see their numbers go up as they progress, so they expect their experience fighting previously encountered monsters to become easier, not stay the same or rise in difficulty. It's counter-intuitive and also takes away development time that could be used on other things. If you don't want players to stomp early game content, then just remove levels as a whole, or make levels increase stats by less and have stats impact damage formulas less. Though this could result in players not seeing a point in defeating trash encounters at all, which would generally be a bad thing in an RPG... Alternatively, you could also just prevent players from revisiting earlier areas.
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
6,059
Reaction score
5,829
First Language
English
Primarily Uses
RMMV
All of these would assume you actually know how the game functions as a player, even though in reality you wouldn't just know all this and would require extensive testing to a point where you might be better off playing the game as intended if your only goal is finishing the game as fast as possible. (Assuming no digging into the game's eventing, of course.)

1. You wouldn't know the game scales up enemies unless the game straight up told you it does, and even then "scaling up" is a rather vague term that could mean a lot of things and involve a lot of variables. Knowing how, where and when the game scales up enemies would require time testing.
2. This is assuming the game doesn't scale based on equipment. Though what if it does? You would have to perform tests with and without equipment and also take into account possible variance in damage formulas that might screw with your results.
3. This is every traditional RPG ever. It is not unique to games that scale up their difficulty.
4. This would require additional testing to find out which stats scale the best with how the game progresses, and which stats would actively hurt to raise.
5. This also would require additional testing to find out faults within the scaling formula of the game, as well as finding out whether or not it's significant enough to bother avoiding or not.

True on all accounts.

The problem:

My natural playstyle already engages in all this "testing" you say would need to be done. My mind is analytical by nature. My pattern recognition is naturally very good as well.

Doesn't take much for me to notice "Uh... My Attack stat went up by 30 points, but the damage only went up by 3 against this new enemy". Game doesn't need to overtly tell me anything.

I don't know what kinds of people need a game to overtly tell them that the enemies are being scaled before the figure it out, but that ain't me. I can typically figure it out within the first hour or two of gameplay by just paying attention.

Most baseline testing is blindingly obvious to anyone who even possesses a modicum of self-awareness (or, rather, the ability to just pay attention to what's going on around them).

"Scaling HP" is easiest spotting by "counting actions until enemy death". If it takes me 3 actions to kill a baseline enemy, but suddenly it's taking me 6 or more... Easy to spot some scaling going on here. Heck, I'd be thinking there was scaling going on if it was 3 hits to defeat every single enemy from the beginning of the game to the end of the game.

You're telling me that number would never go down, no matter how much power I'm accumulating? Why wouldn't it, unless the enemies are scaling? No dev, in the history of ever, has perfectly balanced their stats to account for what I would do as a player. There's too many variables to account for, too many behavioral differences in what any given player would do.

So, the "quick and dirty" answer is always "there's some scaling in place".

Figuring out how the scaling works and what is being used to drive the scaling is usually just as easy as "process of elimination". Save in front of a boss, see how you fare, reload the save, go raise some stats, come back to the boss to see if that has made the fight easier or harder. It's typically about 10 minutes out of your way in most systems.

Sometimes, it's a lot longer out of your way... but not often. If it is "longer out of your way", then that just incentivizes figuring the scaling out even more so as there's no need to ever repeat the scaling tests and you can then min/max more easily.

Put simply, there's a lot of "tell tale" signs that it's going on. Especially if you know what you're looking for and if you know how devs design games and even what they're capable of.

It's easy to tell the difference between "these enemies just have bigger stats since it's further into the game" and "these enemies have stats that are meant to suppress your progress, by scaling".

I pity any player who can't spot those signs and needs the dev to tell them they're doing it before they know.

Number games are going to be number games and RPG's are going to be RPG's, so obviously there are going to be ways to "break" them even if it's by something as basic as just grinding up levels to make the content obsolete; using a "game is breakable therefore bad" argument is pointless.

You're comically missing the point. What is the point of a scaling system in an RPG. To keep the player from breaking it, correct? So, if I can use your scaling system to break the game... Well, now you've spent a lot of time and effort creating a system and features that don't even work properly.

Put simply, it's pointlessness on display and that some devs are proud of, despite the fact that it doesn't work and doesn't serve the intended purpose.

It isn't about whether or not your player can break the game. It's about when you implement a system to keep the player from breaking your game, and they use it to break the game. That's bad.

Though I've noticed you're so obsessed with "breaking the game" that it seems you're more concerned with how you get around the intended rules of the game than playing the game itself.

If it's more fun to break the game than to play it... why would I play by "the intended rules"? It's a system designed to stifle any creativity in a player and homogenize the experience for everyone, all in an effort to "ensure challenge continues to exist". Who is that fun for?

If the gameplay is boring or gets boring after a while, then I want a way to bypass it. If your combat system only holds enough fun for roughly 200 fights... then I like ways to bypass it and get to parts that are more enjoyable. If there are any.

Who wants to play a part of a game that is boring?

Or are you going to try to argue that every battle system in every RPG ever made doesn't "lose it's luster" after only a few hours of engaging with it?

There's a reason there's backlash against "bullet sponges" and "hit sponges" in games. It drags things out unnecessarily and is boring.

Part of the reason Earthbound is so beloved is because the devs knew that and actively created a system that let you bypass combat altogether and "win instantly" where possible.

You know, to keep combat from being stale as crap. To prevent burnout.

Also, I sort of don't accept the premise of the argument here. You're arguing, essentially, "If you just played the game, it would be fun by default!". That's a high level of arrogance and naive thinking on display.

For me, the fun of a game isn't to take it on like a second unpaid job. Doing monotonous grindy nonsense for no tangible reward. That's not fun for me. I have a job, thank you. They pay me to do monotonous grindy nonsense. If your game turns into monotonous grindy nonsense, then I'm going to break it. Or, I'm already going to know how to break it, and then just purposely break it to avoid the nonsense.

Let me toss the boring bits into the bin and engage in the bits that are fun.

After all, you're making a game to be fun to the player, not to inflate your own ego as a dev.

Finally, if you'd read the initial post, the OP actually asked for ways in which you might break the game, or criticism you had against it. It's not "obsession" it is "reading what the topic was about, and replying with what the OP was asking for".

Not sure where you get this idea of "obsessed" from, but at this point it's an erroneous statement.

A game could have millions of players enjoying the experience for what it is and yet you dedicate all your time "breaking the game" instead to prove your point that it sucks and everyone else is wrong about it.

Sounds like this topic is personal for you and you've strayed pretty far off of it.

This reads very much like, "How DARE you prove that trying to obsessively curate the player's experience to preserve challenge is a bad idea! How dare you not like the things I like!".

Look man, if you're part of the 2% who just enjoy challenge for the sake of challenge, that's on you. You do you. But, most people aren't that way. Hence why you're part of the 2%.

For your assertion to make sense, you would have to prove that millions of players WOULD enjoy that experience... and I hate to tell you...

Games that employ such systems don't typically get good reviews or maintain high player bases. Player opinion on such systems has kind of been known for over a decade now.

The evidence against the assertion of "Millions of players could enjoy that experience for what it is!" already exists.

I mean, unless we're talking that this person is putting some crazy and fresh new spin on it that nobody has ever seen before or interacted with... Which... doesn't sound like it's the case.

I'd be inclined to agree with you if they were doing something wholly different than every other game that attempted it in the last 30 years. Alas, it doesn't read like it's anything different or special. It just sounds more restrictive than most systems that have existed for at least 30 years.

You need a developer to literally restrain your character to a single level, against a single enemy, no items, no skills, no stats, no nothing to prove they made a game that can't be "broken" and to be declared the ultimate, perfect game by you.

Nope. Never asserted that, nor advocated for it. Not sure which hat you've pulled this rabbit from, but it's 100% false.

My stance is that no dev should ever attempt to "restrain" their players to the point that it renders "progress" absolutely pointless. I think devs should take some joy in how a player breaks their game.

Especially since it can be a lot more fun to figure out things the dev didn't anticipate in the game, than to stay on the railroad tracks.

There's a reason people hate "Railroading DM's". And invisible walls. And choices that don't matter. And Scaling systems.

The "Ultimate perfect game" for me is just a game in which the story is amazing, the characters are wonderful, the combat keeps me engaged without being annoyingly difficult or "watch Netflix" easy. At least, that's a perfect RPG for me. You know, something between "mash attack to win" and "need to micromanage everything". I prefer to win because I've earned the "I win button", or because I was clever. I don't prefer to win just because my numbers are bigger than the enemy numbers.

But, that's just me.

Such games are difficult to design for people on these forums because it involves like... actual work. You know, actual testing. Actual work to ensure that combat is fun. Or that it engages. Whereas most in the community are the "fire and forget" type of devs. They built it, it's done, no further testing required. Shut up, it's fine. It's good enough. They want the illusion that they cared a lot about their game and put a ton of work into it... but the minute it requires putting a lot of work into it... can't be bothered. Best to settle. Best to make it passable and move along.

Your ideal experience is to be so restrained and strictly railroaded by the developer that there's no room for anything but the intended experience. Perhaps try a hallway walking simulator?

Yeah no. Never said this. Never advocated for it. It would help if you read a post before hitting reply. That would serve you better in the future.

This isn't to say I defend scaling in an RPG. It pretty much goes against everything the traditional RPG stands for, which is progression through numbers. Players see their numbers go up as they progress, so they expect their experience fighting previously encountered monsters to become easier, not stay the same or rise in difficulty. It's counter-intuitive and also takes away development time that could be used on other things.

Then, I have no idea why you're trying to argue against me. You 100% agree with me and decided to pick a fight with me. I guess for no reason?

Are you okay man? Have a bad day or something and decide to just take it out on me?

If you don't want players to stomp early game content, then just remove levels as a whole, or make levels increase stats by less and have stats impact damage formulas less. Though this could result in players not seeing a point in defeating trash encounters at all, which would generally be a bad thing in an RPG... Alternatively, you could also just prevent players from revisiting earlier areas.

I have nothing to stay to this. I agree with it.
 

ZombieKidzRule

My Zombie Kids ate your RM project.
Veteran
Joined
Jan 9, 2022
Messages
986
Reaction score
1,383
First Language
English
Primarily Uses
RMMZ
Oh, boy. Way too much to unpack with the last couple of posts so I will just give you my initial impression from when I read this earlier today, but didn't have a chance to respond.

I think you have a lot of great ideas already. You posted a lot of very detailed thoughts and options. It sounds like you have a preference, but maybe are looking for additional input and things you might be missing or not contemplating.

Based on a different topic that I read today, I wonder whether you are asking because you want your game to be a commercial success that applies to a large number of players?

Why is this important? Because if you aren't trying to head in that direction, then I suggest making the game that you, as a player, would want to play. If you like a combination of your options, implemented in different ways, then I would say go with that. I wouldn't try to chase after the possibility that you will be able to make a bunch of different players happy. You came up with a lot of great ideas and I would run with what you think is best from the totality.

Now, if you want a commercial success, then by all mean, take the advice of those who presume to speak on behalf of the average player. Look at what games seem to be the most popular, get the best reviews, and then follow those leads. But I would never try to appease the outliers. Because that will just end up driving you crazy.

And another thought. You may feel differently, but I am not sure why I would care, as the developer of a game, if someone was able to break my system. Good for them. Let them knock themselves out. If that is what makes them happy, let them be them. I'm going to focus my attention to how I think I want the average player to engage with my game. Because someone is always going to find the exploits. I have never played a game where I didn't end up finding exploits that weren't intended. Some are minor and some are game breaking.

But if you are more on the side of making something because you enjoy it and any sort of success or acceptance from players is just a bonus, then I say make the game that you want to make and that you would enjoy. Sure, try to find the exploits and eliminate them if you can or even want to. But you won't get them all. Not unless your game is super simple. The more complex your game, the more likely it is that there will be something unexpected that some player, somewhere will try.

Personally, I prefer the design of skills improving by use and gaining skills/spells/stat increases outside of an XP system. And I have no problem with enemies being too powerful at some points and fairly easy at other points. But I am a grinder. I will grind to make future combat easier. That is who I am. Sure you can discourage me if you want. But to what end and is it worth it?

I have even seriously considered the possibility of having no substantial increase in stats beyond character creation. I have pondered staying closer to reality. Where the player starts off with realistic stats and those only change by modest amounts.

And enemies are the same way. That ogre that you should avoid at the start of the game isn't going to get any easier three hours into the game unless you have improved your skills and equipment substantially. And it isn't likely that those are going to make combat with an ogre a walk in the park either.

You can improve your chances of blocking, evading, parrying, deflecting, absorbing damage, get better armor to mitigate more damage, etc. But your HP isn't going up that much. You can still only take a reasonable amount of damage for a normal human or whatever.

Also, I find in curious when people talk about developers trying to punish players for doing something they don't like. This is often couched in supposedly teaching the players about certain mechanics, but I don't see it much differently than railroading the player into playing how the developer wants them to play. I just find that word punish fascinating in the context of game design.

Anyway, in closing, I would just say that I am pretty tolerant as a player. None of the things that you posed as options would make me dislike your game if they were implemented.

Scaling...no scaling...fine tuning...it isn't going to matter that much to me. As long as your game is enjoyable.

Not sure if that helps at all, but i hope you get the type of feedback you are seeking.
 

lianderson

Veteran
Veteran
Joined
Dec 27, 2012
Messages
841
Reaction score
1,228
First Language
English
Primarily Uses
N/A
My thoughts?

Love the progression ideas. You got some really good ideas there.

However, I'm not a fan of monsters arbitrarily scaling off of the player. If monsters get stronger, there should be an actual reason.
 

LordOfPotatos

Veteran
Veteran
Joined
Oct 9, 2015
Messages
234
Reaction score
222
First Language
english
Primarily Uses
@Tai_MT he picked a fight with you because your writing comes off as condescending.

I don't think you do it on purpose, but you tend to rant about being above basic concepts or how much you hate rolling in elden ring.

nothing against you but that's why :/
 

Aoi Ninami

Veteran
Veteran
Joined
Sep 22, 2015
Messages
529
Reaction score
717
First Language
English
Primarily Uses
RMVXA
5. If you've actually accounted for 1-4 (and no dev, to date, has ever managed that), you run across what I call "The Hollow Knight" problem. Oh, Hollow Knight allows you to upgrade your sword (Nail) to do more damage. AWESOME! Makes combat easier! Faster! Bzzzt! Wrongo, boyo! It lets you defeat the trash mobs faster (which you'll rarely ever fight in the entire game, since it's easier and faster to avoid them most of the time, and you really don't need to grind the currency after a certain point), but it makes defeating the bosses take longer. Like, with the baseline Sword you might have to hit a Boss 30 times. Well, you upgrade the Sword, and now you have to hit them 50 times. It actually pays to never upgrade the Sword at all, and to skip all the content associated with upgrading that sword. The game effectively renders a good chunk of its own content and rewards "worthless". And, this is a game in which "difficulty" is measured 100% by "how long can you do this repetive task before you get bored?", rather than actual skill (repeat the boss pattern 20+ times to win! TEDIOUSNESS IS DIFFICULTY, GUYS! Didn't you know that!? It isn't enough that you've proven you can't get hit 3 times... no, you must do it TWENTY OR MORE TIMES! TRY NOT TO FALL ASLEEP NOW!).

I agree with the overall thrust of your post, but I can't help pointing out that this is a ludicrously inaccurate account of Hollow Knight. Grimmkin (the monsters you have to catch for flames in the Grimm quest) are the only monsters that scale to parity with your nail damage, and nothing scales above parity. Every boss is defeated in fewer hits if you upgrade your nail. And the "content associated with upgrading" amounts to a few dialogues with the Nailsmith, and one optional cutscene, far from a "good chunk". And you can, of course, still do all this after all the bosses if you want.

(And I'm sorry you find the combat tedious, but that's just an opinion, and very obviously not something that was designed into the game. Nearly all the bosses have a variety of attacks -- and those that don't have a constantly changing situation because of the boss's and your positions -- so the difficulty consists of working out appropriate responses to each, watching for tells and responding rapidly, and having good responses if things go wrong. And yes, Soul Tyrant is annoyingly long.)
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
6,059
Reaction score
5,829
First Language
English
Primarily Uses
RMMV
@Tai_MT he picked a fight with you because your writing comes off as condescending.

I don't think you do it on purpose, but you tend to rant about being above basic concepts or how much you hate rolling in elden ring.

I don't really engage in rants that much. Most of my posts are just a basic "here's the premise, here's all the details about the premise and why I hold the beliefs that I do".

It's the basic outline taught to me in fourth grade for "how you answer a question". You give the simple answer, then a detailed response to that answer to explain why it's the answer. You'll find almost every post of mine follows that same basic pattern.

A rant would be more, "I hate you, I hate the things you like!" with very little or no rational justification for it what-so-ever, and only electing to engage in the subject at large in order to voice anger.

I rarely ever "voice anger" on these forums either. Short of people engaging in "underhanded" type tactics. Arguments of popularity (it's popular, therefore, must be good!). Arguments from authority (so and so says this, therefore it must be right! I'm a such and such, therefore my belief holds more sway and there should be no question about my competence in that subject!). Gaslighting (really not a fan of gaslighting. The thing where people claim you said or stand for things that you don't and then attempt to make you defend those points of view so that they can paint you in a poor light. Abusive people do this. Easy to see why I would classify anyone engaging in this as an abhorrent human being). Arguing that an exception to a rule somehow disproves the rule. Things of that nature. Basically, a lot of "debate in bad faith" type stuff. Mostly because it is typically the hallmarks of people used to engaging in manipulation or abusive behavior. Not always, but typically enough people, that it makes me wary of ever dealing with them.

That, and the "let me hit reply to you without ever reading what you wrote" nonsense. But, mostly because you're wasting my time and your own by engaging in that nonsense. If you have no intent of reading what I write, just ignore my post. Don't quote me. Don't tag me. Ignore me. But, I'm more tolerant to this sort of behavior than the other stuff, and am willing to entertain it a little more. Until it gets egregious.

Also, not sure where you got the idea that I hate rolling in Elden Ring. Most I've ever said on the subject is that it's the "easy mode" of the game, and as such it renders a lot of the combat very "boring". Mostly because it is "one note". I roll constantly as it's the easiest way to cheese pretty much every single boss (love me some iframes!). But, the fact that there are no mechanics or even counter-play or anything the AI can do about it, and there's nothing inherently interesting you can do with it... makes it render much of combat pretty dull. I think I'd like to see some enemies change up what they're doing if you dodge roll a lot. Or, enemies have some counter-play to your dodges or something. Could be fun or interesting. But, that's a personal preference. I'm easily bored by repeating the same thing over and over and over again.

Finally, as for "condescending", I guess I'm not sure what you mean. I tend to state everything as very "matter of fact" and worded in a way to try to educate people who didn't put as much thought or research into something as I might have. It's the way I teach in real life, and that gets praise.

In fact, if people come along and have offered a retort to such things in a way that refutes the very logic, then it changes from "teaching" to "learning" and "exploring". One of the reasons I miss Wavelength so much on these forums as he would frequently take up the opposite viewpoint to mine and present infallable logic that would directly refute what I was saying. Then, we'd go on several pages discussing the subject at large and coming to interesting conclusions or new and thought provoking points of view. Guy is very smart. Got me to change my mind and my opinion more than once. But, he tended to read the whole thing, agree where he agreed, disagree where he didn't and elaborate, and remained mostly level-headed through the whole ordeal.

Not a lot of people like Wavelength left on these forums anymore. Which is sad and a shame. Only guy I ever met here who took game mechanics and systems as seriously as I did. Only one who ever cared as much as I do.

A few have come close over the years, but not quite the same.

Ah well, it is what it is. Maybe someday we'll get someone here who will step up to the plate and make me engage my brain and reconsider my points of view again. I can hope. Those are my best memories of these forums and it's sad to think they'd be gone forever.

Can you imagine, someone like me who ENJOYS when people make such compelling arguments that he has to change his mind? Someone who LOVES having his mind changed, when someone is good enough to manage it?

@Aoi Ninami

I wanted to disagree with you, but not erroneously. So, I went back to make sure I wasn't going to be talking out of my butt about Hollow Knight.

I don't know what to say except that you're absolutely correct.

Maybe I was talking about a different build of the game? Maybe my complaint was patched out? Or, I misunderstood some mechanic? I don't know for sure. It's been several years since I've played Hollow Knight.

Here's what I do remember:

Fighting Nosk. I had hit him with the Level 2 sword and it was taking a lot of hits to put him down. I had counted something like 35 hits or so at the time and he still hadn't gone down. He kept wrecking me because I kept getting "impatient" with the fight since each attempt approached like 10 minutes of fight time (half of which is just waiting for openings, which I find annoying). So, I avoided the fight for a while, came back later with like... level 4 sword? I forget how many levels the sword has. I got 35 hits into the new sword and was like, "How many freakin' hits does this monster actually take to put down? I've got two more upgrades on this than I had last time! Surely, it takes less hits to put down now!".

I went to the wiki. I wanted to know how many hits it took.

Imagine my annoyance when I found every boss in the game had an "HP Table" that went up as you got Nail upgrades. HP didn't just go up, but it went up in such a way that through simple division of damage my nail did against HP they had... most bosses actually took around 5-20 more hits to put down than if I had left them un-upgraded.

Was I seeing things? Did I imagine this wiki content from years ago? Was it patched out?

I don't know.

But, visiting the wiki page now... such tables don't exist on any of the boss pages. The bosses have static HP amounts now. If that's the case, then I'm wrong. My complaint is stupid and invalid. It holds no water. In fact, it might be worth heading back into Hollow Knight again to see if the experience is more enjoyable to me now, since upgrades can actually end boss fights much quicker for me.

And yes, the combat being "tedious" might just be my opinion, but I do wonder if there's crossover between people who are like, "the boss takes too long to kill" in other games (RPG's included) and my opinion on Hollow Knight bosses. What constitutes "too long" of a fight for the average person? Standard doctrine is "make a player repeat a behavior no more than 3 to 5 times before victory". Hollow Knight breaks this rule pretty egregiously and it rendered much of the "boss content" incredibly tedious and boring for me (I'd rather have a difficult 3 minute fight than a fight I can master in 10 attempts, but even after mastery, it takes me upwards of 10 minutes to complete).

I'd wager there's likely an argument to be made against the tediousness of the boss fights in Hollow Knight considering that over 50% of the playerbase drops out of the game and never gets any further in it after the first boss (or, that was the case the last time I pulled the data, I didn't pull it again for this post. So, information may have changed). That number dwindles by a significant margin after every boss in the game, in fact. Ah, Steam Achievements, how I love pulling you for metrics to see just how many people actually like the game versus how many actually bought it.

How many iterations of a boss mechanic do you personally find "too many"? Five is about my upper limit. Especially if a mistake can end my run. Then I REALLY don't want to do more than a few rotations since I've already done dozens or maybe hundreds by the time I've mastered any one mechanic.
 

freakytapir

Veteran
Veteran
Joined
Jun 13, 2014
Messages
272
Reaction score
285
First Language
English
Primarily Uses
RMMV
An option I haven't seen mentioned here is 'level scaling' based on time or story progress.
A kind of 'Darkness starts to fall over the world, and things that were once trivial now become dangerous' vibe.
So the goblin that did 10 in chapter one, does 15 in chapter 2, 25 in chapter 3, and so on.

Maybe even with some visual clues, like the game becoming darker in look, the midday sun now only as bright as early morning.

So the player can gain power, but is also on a ticking clock to outrace the darkening of the world.
 

lianderson

Veteran
Veteran
Joined
Dec 27, 2012
Messages
841
Reaction score
1,228
First Language
English
Primarily Uses
N/A
An option I haven't seen mentioned herIe is 'level scaling' based on time or story progress.
A kind of 'Darkness starts to fall over the world, and things that were once trivial now become dangerous' vibe.
So the goblin that did 10 in chapter one, does 15 in chapter 2, 25 in chapter 3, and so on.

Maybe even with some visual clues, like the game becoming darker in look, the midday sun now only as bright as early morning.

So the player can gain power, but is also on a ticking clock to outrace the darkening of the world.

To be honest, I was going to bring up this exact same system idea. (since it's the one I've been using for over half a decade) But I'm afraid it would take an entire essay to defend.

The OP does have a great progression system though. The whole, you have to actually learn things to order to get better at them. Perfectly fits the theme of the game, which I'm guessing is a magic school.
 
Last edited:

Milennin

"With a bang and a boom!"
Veteran
Joined
Feb 7, 2013
Messages
3,225
Reaction score
2,594
First Language
English
Primarily Uses
RMMV
Doesn't take much for me to notice "Uh... My Attack stat went up by 30 points, but the damage only went up by 3 against this new enemy". Game doesn't need to overtly tell me anything.

That doesn't necessarily mean the game features enemy scaling. It could be a damage formula with minor stat multiplication (10% of your actual gains, taking those numbers as an example). Or if it's a new enemy, they might just have resistance to whatever you're doing. Now, when the same enemies are actually starting to require more hits to beat after levelling up, then yes, you could safely assume it does feature scaling.

Figuring out how the scaling works and what is being used to drive the scaling is usually just as easy as "process of elimination". Save in front of a boss, see how you fare, reload the save, go raise some stats, come back to the boss to see if that has made the fight easier or harder. It's typically about 10 minutes out of your way in most systems.

I pity any player who can't spot those signs and needs the dev to tell them they're doing it before they know.

10 minutes of grind nets you what... 2-3 levels in an average RPG? (Depending on how far in you are and how well EXP can be grinded, can vary greatly per game.) Even assuming level-ups grant enough stat ups to make a difference big enough to let the scaling kick in the first place, I put a big doubt on this. Not to mention you are still sinking in 10 minutes or more not enjoying the game just to figure out what it is doing.
I pity the player who goes through all that trouble just to prove the game is now bad and that the developers should feel bad, while that time could have been spent playing the game as normal as even if the game featured scaling, the game would have been balanced around that fact and provided a smooth experience regardless.

You're comically missing the point. What is the point of a scaling system in an RPG. To keep the player from breaking it, correct? So, if I can use your scaling system to break the game... Well, now you've spent a lot of time and effort creating a system and features that don't even work properly.

Put simply, it's pointlessness on display and that some devs are proud of, despite the fact that it doesn't work and doesn't serve the intended purpose.

It isn't about whether or not your player can break the game. It's about when you implement a system to keep the player from breaking your game, and they use it to break the game. That's bad.

If it hinders the majority of the players from breaking the game that otherwise would or might have, then they still achieved what they set out to do, following the same logic that games are designed to be fun for the intended target audience. You're never going to please everyone, but as long as you please the majority, then that's a win. Not a loss.

If it's more fun to break the game than to play it... why would I play by "the intended rules"? It's a system designed to stifle any creativity in a player and homogenize the experience for everyone, all in an effort to "ensure challenge continues to exist". Who is that fun for?

If the gameplay is boring or gets boring after a while, then I want a way to bypass it. If your combat system only holds enough fun for roughly 200 fights... then I like ways to bypass it and get to parts that are more enjoyable. If there are any.

Who wants to play a part of a game that is boring?

So going by that reasoning, why would it then matter to you if the game features scaling? If you have more fun "breaking the game" than playing it the intended way and it is the natural way for you to play games, why do you have a problem with scaling at all? If anything, shouldn't you enjoy game featuring scaling more than games that don't?

Also, I sort of don't accept the premise of the argument here. You're arguing, essentially, "If you just played the game, it would be fun by default!". That's a high level of arrogance and naive thinking on display.

What I'm arguing is that a game is designed to be fun for the intended target audience. I have my preferences for MP management in battle that seems literally no other game dev is doing besides myself, yet I don't go around calling every RPG Maker bad because they don't cater to my specific and niche needs. If potion chugging as the only means to restore MP is fun for 99% of the game's playerbase, then who I am to tell their game sucks?

For me, the fun of a game isn't to take it on like a second unpaid job. Doing monotonous grindy nonsense for no tangible reward. That's not fun for me. I have a job, thank you. They pay me to do monotonous grindy nonsense. If your game turns into monotonous grindy nonsense, then I'm going to break it. Or, I'm already going to know how to break it, and then just purposely break it to avoid the nonsense.

So you choose to play a genre of games known to be grindy and then complain that they are in fact grindy. And then you use that as an excuse to play them outside of their intended ways because it is more fun to you, even when you claim those games are still bad. *Looks visibly confused.*

Let me toss the boring bits into the bin and engage in the bits that are fun.

After all, you're making a game to be fun to the player, not to inflate your own ego as a dev.

So the only way for game developers to be considered good at their job (or hobby in RPG Maker cases) and deserving of even a tiny bit of praise for their efforts is to read into every player's mind, knowing each player's personal preferences and to alter their game on the fly to fit their every personal need and desire, to cater to their every whim 24/7. Heaven forbid they forgot to cut out a piece of content that they worked on for 100 hours straight and was well received by the majority of their playerbase, except for the one user known as Tai_MT who thought it sucked. Well, those developers must have been really bad at their job. How could they possibly not read into the mind of Tai_MT to know exactly that part wasn't something they enjoyed. How dare they even think to themselves they did a good job on anything. Their lives are utter failures and they should be ashamed for the rest of their pitiful lives. Bad dev!

Finally, if you'd read the initial post, the OP actually asked for ways in which you might break the game, or criticism you had against it. It's not "obsession" it is "reading what the topic was about, and replying with what the OP was asking for".

Not sure where you get this idea of "obsessed" from, but at this point it's an erroneous statement.

Because it is in fact not the first time I've seen you play the "game can be broken, therefore game bad" card. It seems like every time you have a problem with a feature it is because something isn't fun to you personally and you use that as an excuse to "break the game" and proceed to claim the game is bad.

Such games are difficult to design for people on these forums because it involves like... actual work. You know, actual testing. Actual work to ensure that combat is fun. Or that it engages. Whereas most in the community are the "fire and forget" type of devs. They built it, it's done, no further testing required. Shut up, it's fine. It's good enough. They want the illusion that they cared a lot about their game and put a ton of work into it... but the minute it requires putting a lot of work into it... can't be bothered. Best to settle. Best to make it passable and move along.

Your problem here is that you confuse actual professional developers with hobby developers who have no education in game design and only work on their games in their spare free time. You expect people to work, as in actual work as if it was their full-time job for a salary, when in fact people are here to pass time in a way they enjoy. You're also assuming and claiming they didn't put in work into their games just because their games didn't fit your specific, personal preferences for what makes a game fun.

Then, I have no idea why you're trying to argue against me. You 100% agree with me and decided to pick a fight with me. I guess for no reason?

Are you okay man? Have a bad day or something and decide to just take it out on me?

I agree with the fact scaling is generally bad, yes, and that I can't even think of legit positives to it. But not for the reasons that it can be broken. And nope, I'm having great days, I'm just replying because it's fun for me. That's my reason for being on these forums, just for fun. And I usually find your takes to be disagreeable - or if they're not, it's the way in which you present them that I disagree with.

And yes, the combat being "tedious" might just be my opinion, but I do wonder if there's crossover between people who are like, "the boss takes too long to kill" in other games (RPG's included) and my opinion on Hollow Knight bosses. What constitutes "too long" of a fight for the average person? Standard doctrine is "make a player repeat a behavior no more than 3 to 5 times before victory".

I don't know. I grew up with the 16-bit Sonic games and Dr. Robotnik always took 8 hits to defeat, with some of the end bosses requiring more. Yes, you can defeat him before he repeats his pattern multiple times if you're somewhat decent, but the same can be said for Hollow Knight. Sufficiently skilled players can combine their swordplay and magic skills to take out bosses before they can show you their full move set even once.

"Too long" is very subjective and there'll always be players who think stuff takes either too fast or too long. The best thing developers can do is find a middle ground that the majority of players can agree on to be acceptable.
 

LordOfPotatos

Veteran
Veteran
Joined
Oct 9, 2015
Messages
234
Reaction score
222
First Language
english
Primarily Uses
I don't really engage in rants that much. Most of my posts are just a basic "here's the premise, here's all the details about the premise and why I hold the beliefs that I do".

It's the basic outline taught to me in fourth grade for "how you answer a question". You give the simple answer, then a detailed response to that answer to explain why it's the answer. You'll find almost every post of mine follows that same basic pattern.

A rant would be more, "I hate you, I hate the things you like!" with very little or no rational justification for it what-so-ever, and only electing to engage in the subject at large in order to voice anger.

I rarely ever "voice anger" on these forums either. Short of people engaging in "underhanded" type tactics. Arguments of popularity (it's popular, therefore, must be good!). Arguments from authority (so and so says this, therefore it must be right! I'm a such and such, therefore my belief holds more sway and there should be no question about my competence in that subject!). Gaslighting (really not a fan of gaslighting. The thing where people claim you said or stand for things that you don't and then attempt to make you defend those points of view so that they can paint you in a poor light. Abusive people do this. Easy to see why I would classify anyone engaging in this as an abhorrent human being). Arguing that an exception to a rule somehow disproves the rule. Things of that nature. Basically, a lot of "debate in bad faith" type stuff. Mostly because it is typically the hallmarks of people used to engaging in manipulation or abusive behavior. Not always, but typically enough people, that it makes me wary of ever dealing with them.

That, and the "let me hit reply to you without ever reading what you wrote" nonsense. But, mostly because you're wasting my time and your own by engaging in that nonsense. If you have no intent of reading what I write, just ignore my post. Don't quote me. Don't tag me. Ignore me. But, I'm more tolerant to this sort of behavior than the other stuff, and am willing to entertain it a little more. Until it gets egregious.

Also, not sure where you got the idea that I hate rolling in Elden Ring. Most I've ever said on the subject is that it's the "easy mode" of the game, and as such it renders a lot of the combat very "boring". Mostly because it is "one note". I roll constantly as it's the easiest way to cheese pretty much every single boss (love me some iframes!). But, the fact that there are no mechanics or even counter-play or anything the AI can do about it, and there's nothing inherently interesting you can do with it... makes it render much of combat pretty dull. I think I'd like to see some enemies change up what they're doing if you dodge roll a lot. Or, enemies have some counter-play to your dodges or something. Could be fun or interesting. But, that's a personal preference. I'm easily bored by repeating the same thing over and over and over again.

Finally, as for "condescending", I guess I'm not sure what you mean. I tend to state everything as very "matter of fact" and worded in a way to try to educate people who didn't put as much thought or research into something as I might have. It's the way I teach in real life, and that gets praise.

In fact, if people come along and have offered a retort to such things in a way that refutes the very logic, then it changes from "teaching" to "learning" and "exploring". One of the reasons I miss Wavelength so much on these forums as he would frequently take up the opposite viewpoint to mine and present infallable logic that would directly refute what I was saying. Then, we'd go on several pages discussing the subject at large and coming to interesting conclusions or new and thought provoking points of view. Guy is very smart. Got me to change my mind and my opinion more than once. But, he tended to read the whole thing, agree where he agreed, disagree where he didn't and elaborate, and remained mostly level-headed through the whole ordeal.

Not a lot of people like Wavelength left on these forums anymore. Which is sad and a shame. Only guy I ever met here who took game mechanics and systems as seriously as I did. Only one who ever cared as much as I do.

A few have come close over the years, but not quite the same.

Ah well, it is what it is. Maybe someday we'll get someone here who will step up to the plate and make me engage my brain and reconsider my points of view again. I can hope. Those are my best memories of these forums and it's sad to think they'd be gone forever.

Can you imagine, someone like me who ENJOYS when people make such compelling arguments that he has to change his mind? Someone who LOVES having his mind changed, when someone is good enough to manage it?
you just read a 4 line post that said you tend to rant, have a fixation on elden ring, and are sometimes condescending...

...and wrote 9+ paragraphs on how you don't rant about things, one of them being about elden ring mechanics and one being about how the forums aren't on your level anymore.

just chill brother, you don't need to go that hard all the time XD
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
6,059
Reaction score
5,829
First Language
English
Primarily Uses
RMMV
An option I haven't seen mentioned here is 'level scaling' based on time or story progress.
A kind of 'Darkness starts to fall over the world, and things that were once trivial now become dangerous' vibe.
So the goblin that did 10 in chapter one, does 15 in chapter 2, 25 in chapter 3, and so on.

Maybe even with some visual clues, like the game becoming darker in look, the midday sun now only as bright as early morning.

So the player can gain power, but is also on a ticking clock to outrace the darkening of the world.

I've actually seen this mechanic!

Steam has a game called "Ancient Domains of Mystery". It does this. You're trying to fight the Chaos creeping into the world. If you don't complete the game in a set amount of days, the world gets more dangerous since more Chaos has crept into it. Some enemies just scale up a little bit, but most enemies are simply replaced with stronger ones.

I think that's why it ends up working in that game. Low Tier enemies are replaced with stronger ones, and since you never leave the "Area" of the world the game takes place in, it makes sense. It basically breathes new life into old areas or renders areas you've cleared difficult again. But, you can also "outscale" the replacement enemies as well.

That doesn't necessarily mean the game features enemy scaling. It could be a damage formula with minor stat multiplication (10% of your actual gains, taking those numbers as an example). Or if it's a new enemy, they might just have resistance to whatever you're doing. Now, when the same enemies are actually starting to require more hits to beat after levelling up, then yes, you could safely assume it does feature scaling.

Pretty good point. I'm going to have to disagree for a few reasons, however.
1. The few examples of systems scaling your damage like that, that I've run into, actually tended to be worse systems than simply scaling the enemies, since it rendered all stat gains pretty worthless until you'd dumped a ton of stat points into something, at which point you hit the "end of the climb" and snowball into extremely massive gains the dev didn't plan for. 10% of what your stat shows would be on the very extreme end of these and would be frighteningly restrictive for pretty much any RPG you play.

2. In the end, even if you scale the formula instead of the enemies, the effect is the same. It just becomes figuring out that the damage formula is where the scaling takes place instead of with some other widespread system at large. Which... depending on how it's done, may make getting around that scaling harder or easier. Formulas tend to be harder to get around as the typical way to manipulate those is usually just "bigger number go brrrr". Making your formula that way also makes trying to "balance" the rest of your game... tricky. Means enemy stats will have to go up less in order to prevent most fights from becoming "hit sponges" as the game goes on. But, you'd also have to account for every single level the player has and stat point they've accumulated, so that the formula itself isn't exploited to such a degree that it breaks a lot of mid to late game encounters.

3. If the enemy has resistence to what you're doing as a player, that's also typically easy to check for. If hitting "Attack" doesn't do much more damage, do any of my skills do more damage than they were doing? If yes, probably no scaling going on. If no, it's more evidence for the pile. Most RPG's allow you a comfortable amount of "growth" in your damage numbers as you fight new monsters so that such monsters can be given more stats and gimmicks so that they last longer. Or, even, just on general principle of letting the player feel their gains and have a sense of progression. Those numbers not going up by very much is typically an indication of some sort of "scaling" going on.

10 minutes of grind nets you what... 2-3 levels in an average RPG? (Depending on how far in you are and how well EXP can be grinded, can vary greatly per game.) Even assuming level-ups grant enough stat ups to make a difference big enough to let the scaling kick in the first place, I put a big doubt on this. Not to mention you are still sinking in 10 minutes or more not enjoying the game just to figure out what it is doing.

Most RPG's, you don't even need to grind, they're so generous with XP. I haven't played many where I needed to stop and grind anything. Usually, just fighting every combat encounter there is, even if it's trash mobs I easily destroy, nets me enough XP for several levels beyond what most devs have decided I should have for the approaching challenge. Granted, that is "most" and not "all".

But, the point also kind of stands here. You've actually alluded to how it stands without realizing it.

"Even assuming level-ups grant enough stat ups to make a difference".

Bingo.

If the level ups and the stats they give don't make a difference, or much of one, then you can reasonably assume there's scaling going on. Might not be on the side of the monsters, but it's still there. Still has the same effect as scaling the monsters.

Hence why it's only about 10 minutes out of your way at most. Gain a level or two, see if any of your damage stuff shifts in any appreciable way, and if not, you're under the influence of scaling.

But, of course, 3 damage might be a big deal in the game, too. If the game is "low stat", and 3 extra damage is all you get for a couple levels, that might actually be a big deal. It's going to depend on how the overall combat experience is meant to feel. A game like Paper Mario, that 3 damage is going to be HUGE. A game like Final Fantasy X... it's pretty worthless.

As for "not enjoying the game". You keep operating on this premise of, "If you just played the game as intended, you'd be enjoying it!". It's a faulty premise to begin with. It assumes that my primary motivator in every game is just to intentionally break everything I see because it's the only way I have any fun with the game.

If I'm intentionally going out of my way to break your game, it's because it's already boring. It's because I'm already not having fun. I'm breaking your game so that the fun comes back. You're lucky I'm kind and forgiving enough to keep trying to play your boring-as-crap game rather than just shutting it off and leaving a bad review instead. Do you prefer I find a way to enjoy your game and finish it, or that I turn it off and never play it again the moment I get bored? Is it more insulting to you that I had to break your game to have fun, or that I don't break your game and write your game off as bad and boring and never finish it?

I pity the player who goes through all that trouble just to prove the game is now bad and that the developers should feel bad, while that time could have been spent playing the game as normal as even if the game featured scaling, the game would have been balanced around that fact and provided a smooth experience regardless.

It isn't done to prove the game is bad. It's done to make the game fun, when it isn't fun. Consider it a bit of mercy. I found a way to have fun in your game that is decidedly not fun. I rendered your entire workload on such a system absolutely worthless and useless and a waste of time, because your work on that system made the game "not fun". So, I stripped out the bits that weren't fun, so that I could enjoy your experience.

I simply get annoyed that I must rip out your systems in order to have fun in the first place. Especially since it is extra effort on my part to be able to ignore something in the game that is already boring, stale, or I'm "burned out" on. If your combat isn't going to engage constantly and remain fresh for the entire run, I'd rather you just let me break the challenge as easily as possible and steamroll your combat so I can get back to the bits I do enjoy.

I'm not going to dock a game for "boring combat" unless that "boring combat" also comes with heavy restrictions that forces me to engage with it more often than I want. Then, I'm going to ding you on bad design since you're now forcing me to be bored in an effort to stroke your own ego as a dev.

Every system and Feature you implement in your game should be Play Tested for "fun". Not tested just for functionality. It should be tested for FUN. If it isn't fun, and you can't figure out a way to make it fun, then you rework it or you remove it.

I'd rather play a poorly designed but fun game, than an overly designed but boring game.

Besides, you also assume that "a well balanced game from start to finish" is fun. Sounds like "a slog" to me. Sounds like mindless repetition to me. "Run and run as fast as you can, just to stay in place".

Honestly, if you want to "maintain challenge" throughout your game and have the best chance for your players to have fun the entire way... you're better off with gimmicks than scaling. The reason being that players who figure out and master the gimmicks will "feel smart". They will "feel accomplished", which is part of what makes such things fun. Portal capitalized on that design philosophy pretty heavily and that's why it's still pretty beloved. That moment the puzzle "clicks" for you drops in those hits of dopamine and make you feel good. They make you feel smart. Even some of the puzzles that you can solve in unintended ways makes players feel smart for having solved them. It's fun. If you bake those "aha!" moments into your combat as the means of challenge, it won't get stale as quickly. It will garner more positive feelings.

Even if a dev is some sort of savant and manages to create a perfectly smooth experience through scaling... that doesn't make it automatically Fun. In fact, it often makes it "not fun".

It's from Jurassic Park, but it applies to game design. "You were so preoccupied with whether or not you could, you didn't stop to think about whether you should."

First, and foremost, you are making a game. If the game is not fun, it's a bad game. A person can make a well-designed and perfectly formed pile of excrement and take the time to paint it gold... but it's still a pile of excrement and still smells just as nasty.

The problem we tend to have on these forums is that it's difficult to talk a dev out of designing something "not fun" for the player. You have to couch it in "it's bad game design". Because if you tell them "It's not fun", they'll immediately go into, "well, I like it and think it's fun" and begin trying to trot out outliers to prove what "fun" is. But, if you talk about something from a design standpoint and point out all its design flaws... they're much more willing to listen and even debate the actual merits of using something.

Even AAA Devs have this flaw.

I like to use XCOM 2 as the example. They mistakenly thought "Hey, if we add a timer to every single level, it will create a lot more moments of tension since the player will rush around and make mistakes and have to adapt! That's fun!". Except, no. They misunderstood the type of people who play such games. Yes, moments where you suddenly have to adapt to a crazy new situation are a lot of fun for that crowd... But, there's a reason they are. Such players derive their joy in a game from careful planning. That is to say, they want to plan everything down to the level they're comfortable with and mitigate as much risk as possible. What's really fun is when those well-laid plans sometimes go sideways and suddenly you've lost a couple guys and are now fighting for you life, trying to pick up the pieces of a failing operation and salvaging what you can. It needs to be infrequent enough for players good at planning, but also happen frequently enough to create harrowing and fun experiences. The Timer attempts to make the entire game into those harrowing experiences... so almost every player immediately modded those timers out in the game, and they later had to concede to increasing the stupid timers to placate a vast majority of players. They increased the timers without knowing why their game wasn't "fun". They didn't remove them. They just went, "people hate the timers because the timers are too restrictive, so let's just increase the timers". They didn't go, "players aren't having fun with these timers around, let's remove them".

Easier to get through to devs if you talk to them about how poorly designed their mechanics are, rather than tell them, "Yeah, that mechanic is just not fun in the slightest". Because devs tend to have the brains of engineers and don't know how to compute "game not fun" into something actionable. Or, at least, something actionable that isn't "you need to overhaul the entire game and render all your previous work pointless". They love that sunk-cost fallacy thinking as well.

You even have an example of that in the two posts you've made here. I said, "It's not fun" and your first and only reaction to that was "It's your fault you're not having fun". Blaming the player for not having a good time. Not blaming the dev, who's job it is, to provide a good time to the player.

It's not really a healthy way to approach game design... to blame the player for failings of the product. Or to blame the player for them not having fun. That's how you get those crazy devs who have public meltdowns on Twitter and YouTube where they blame the fans or their customers for their product failing.
If it hinders the majority of the players from breaking the game that otherwise would or might have, then they still achieved what they set out to do, following the same logic that games are designed to be fun for the intended target audience. You're never going to please everyone, but as long as you please the majority, then that's a win. Not a loss.

I argued that this type of player isn't the majority. It's actually about 2% of the playerbase. That wants that challenge all through the whole experience.

You're going to have to define "majority" for your argument to make sense.

I define it as "If 100 people play your game and 51 of them feel a specific way, that's the majority".

The way you've phrased things makes me think your meaning of "Majority" might be more along the lines of "who the game's target audience is", rather than "anyone who plays the game". But, I'm assuming here. You'll have to let me know what you're thinking in terms of how you want to define that "Majority".

From my perspective, you'd have to count anyone who "quits" playing your game as one of those who have "broken" the game. Because, rather than spend the time and effort and energy to get around such a hindering and restrictive system... they just quit playing the game altogether. They said, "nah, fam, I'm not tolerating your nonsense". They just decided to not give you the benefit of the doubt... while players like me give you that courtesy and continue to play, but we strip out the terrible parts to continue to give you that courtesy.

I wouldn't count "those players who quit and didn't try to break the system" as a "win" for the system doing what it is intended to do. Especially if we're factoring in "fun".

So going by that reasoning, why would it then matter to you if the game features scaling? If you have more fun "breaking the game" than playing it the intended way and it is the natural way for you to play games, why do you have a problem with scaling at all? If anything, shouldn't you enjoy game featuring scaling more than games that don't?

Not really sure how you missed the context, but you've missed what I said in its entirety.

If breaking the game is more fun than playing it normally, why would anyone ever play it normally?

You're presuming, "Oh, you just always play to break every single game and you can't ever have fun with a game the way it was intended!"

Yeah, no. Let's not mischaracterize me as a person or what I said, please.

If your game is fun without my breaking it, then I just play the game. If your game isn't fun unless I break it... then I break the game. Because, breaking the game would be more fun than playing it normally.

Scaling isn't fun. Never really has been in most games. There's a reason it tends to be avoided and games that render your power and progression pointless tend to get pretty bad reviews.

The natural way I particularly play games lends itself to inherently breaking the games unintentionally. If I'm enjoying the combat or want to grind out some skills or evolutions or something... now I've got extra levels the dev didn't intend me to have. I'm naturally analyzing every bit of data the game is giving me to extrapolate how things work so that I can play more effectively and efficiently (because I don't particularly like to engage in long bouts of struggling, or portions of gameplay that I don't find enjoyable and find remind me too much of working an unpaid job). I'm here to have fun. If your combat system is designed well and I have fun with it, then I'll just engage with it. If it's designed poorly and your game forces me into it constantly and it's a boring monotonous slog... I'll be thankful that I play efficiently so that I can bypass it altogether.

I do not set out to break every game I play. At least, not intentionally. It's just a natural consequence of my particular playstyle in most games. Partly because the games aren't designed all that well... and partly because the devs actually don't care if you break their games in that way.

I'm actually in the second camp as a dev. I don't care if a player breaks my game. At least... most of the time. Probably why I tend to design my games with natural ways for the player to just break things if they want to. I think it's fun when I can funnel the player into ways to break my games and then have thought up counters for those to mess with them. I'll lock off certain means to break my games and content, when it "defeats the point" of that content, but otherwise, I let it be broken.

What I'm arguing is that a game is designed to be fun for the intended target audience.

Is Scaling fun? You've yet to answer this question or provide a myriad of arguments to prove that it is fun.

"Challenge" might be fun, but I outlined under which circumstances "challenge" is actually fun.

If you're attempting to argue, "I really only want to cater to an exceptionally tiny minority of people in an extremely niche set of players", then I don't know what to tell you. You'll please those particular players, but not anyone else... and you probably won't make much money. Or get very famous. Or have your game get that popular.

If your target audience is 100 people out of 6 billion and you please all 100 people... then congrats, you've done what you've set out to do. But, I suspect most devs aren't aiming to please just 100 people. They're aiming for fame, recognition, popularity, money, and some way to change their hobby into a job.

But, the argument also has a major flaw. If you declare anyone who "doesn't like that particular feature" as "not your target audience", then you basically remove yourself from culpability. You avoid accountability.

If you only want to declare people who agree with your point of view as "the target audience" for your product, then you're simply living in a delusion in order to avoid the uncomfortable truth that you've probably "not done a very good job".

I have my preferences for MP management in battle that seems literally no other game dev is doing besides myself, yet I don't go around calling every RPG Maker bad because they don't cater to my specific and niche needs.

Not sure why you say this, unless you're trying to say that's what I'm doing. Which, is blatantly not true. I give my belief and then all the lines of logic to back it up. I even include data from the general populace of gamers that is garnered from game reviews and even gaming trends.

I hate MOBA games. I think they're awful. But, I understand how they work and what it takes to make one "good". I don't begrudge anyone for enjoying a MOBA. Kudos to them. I'm not going to tell them not to play a MOBA either.

The most I will do is cite the problems with gameplay that keep a wider audience from playing, or that keep a playerbase around for long periods of time. I'll cite all the pitfalls and reasons why those pitfalls happen.

It is up to you, as a dev, to work around the pitfalls. As well as be aware of what they are.

I know I'm in the minority when it comes to "random encounters". The only reasons I even tell people not to make "Visual Encounters" is because all they're doing is creating a visual version of the "Random Encounters", doing it in a very lazy and boring way, leaving in all the flaws, pitfalls, and problems, and then "calling it a day". I have a problem with that.

If you're going to implement a feature, at least do it competently. If you can't be bothered to do a competent job and try to get the player to have fun with the feature... then don't put it in the game. You're wasting your own time and the time of your players.

If potion chugging as the only means to restore MP is fun for 99% of the game's playerbase, then who I am to tell their game sucks?

On it's own, that's not really a fun mechanic. The "Fun" is going to largely come in how it's framed, minimizing pitfalls and issues with such a system, and ensuring that engagement for the system remains high.

I utilize this system, and it has lead to vast overhauls of combat on more than one occasion just to try to keep it "fun" and not "a slog". We're talking complete deletion of 50+ monsters on more than one occasion. We're talking complete skill reworks on 250+ skills at least twice. We're talking rebalancing of the consumables at least 4 times in the lifecycle of my project.

Complete breakdown of the mechanic has happened at least 3 times by now. It's been easy to exploit, it's been too restrictive to the point it soft locks players, and it's just been plain uninteresting.

Rework. Rebuild. Strip it out. In the name of ensuring the player has fun.

I will tell you, up front, that such a system sucks. It's a nightmare to deal with. It's a pain to handle. It's a lot of work most people would never want to engage in. But, I want to do it, because I think it can work, if I do it right. I think I can make it fun to a large portion of a potential audience. And, if someone comes up to me and says, "Your system is terrible and it wasn't fun", I will likely say, "I agree. Tell me which particular part of it gave you problems, I'll see if I can fix it."

But, that's likely the difference in someone who handles criticism well and someone who doesn't.

I went into game design under the assumption that no matter how good I think I am... my game is going to be extremely hot garbage that is liked by nobody. But, I want to figure out how to make it fun. I operate under the assumption that all the "new things" I'm doing that very few game devs have ever done before are going to be bad. I'm assuming there's a reason nobody does any of the things I'm doing in my game. Namely, they're stupid ideas.

But, they're my stupid ideas. I want to make them work. I want to refine them. I want to find the way to make them fun. I want to tread the path others don't walk, even if all I do is serve as the glowing example of why you don't do what I did.

I will be the first to recommend devs don't do any of the things I do in my game. Because, trust me, you don't want this crap.

So you choose to play a genre of games known to be grindy and then complain that they are in fact grindy. And then you use that as an excuse to play them outside of their intended ways because it is more fun to you, even when you claim those games are still bad. *Looks visibly confused.*

You're confused because you've decided you don't want to listen.

I don't play games that are grindy by nature. You might have missed the part where I said, "If your game turns into grindy motonous nonsense, then I'm going to break it".

Words mean things, man. Take 3 deep breaths, clear your head, and actually read what I wrote. Suppress your desire to knee-jerk react, and just absorb it. Listen to what I'm telling you.

RPG's, by and large, aren't really "grindy", unless some dev decides that's the "best play experience" and deliberately designs it that way... or they have no idea what they're doing and accidently made their game that way (more often than not, it's accidental). I'm not sure if there's a third option for why a game is made grindy, but maybe there is? Perhaps to bilk people out of money for a season pass or battle pass or something? Or monthly membership fees?

If the game is bad, I just don't give up on it immediately, that's all. I paid for the game, after all. Seems silly to just quit a game I paid for and waste that money. So, I'll attempt to get what enjoyment I can out of it. If it gets grindy and turns into a second job, then I'll break the game in an attempt to make it fun again.

If it can't be made fun... then I just quit (Callisto Protocol is my most recent example of this... even figuring out how the dodge mechanic worked to the point I was basically invincible didn't make the game fun or interesting, so I had to quit playing and eat that loss of money).

I'm more lenient on crap games than most people. I try to find the fun, even if there isn't fun to be had. If I truly can't find anything enjoyable in the game... then I'm done.

So the only way for game developers to be considered good at their job (or hobby in RPG Maker cases) and deserving of even a tiny bit of praise for their efforts is to read into every player's mind, knowing each player's personal preferences and to alter their game on the fly to fit their every personal need and desire, to cater to their every whim 24/7. Heaven forbid they forgot to cut out a piece of content that they worked on for 100 hours straight and was well received by the majority of their playerbase, except for the one user known as Tai_MT who thought it sucked. Well, those developers must have been really bad at their job. How could they possibly not read into the mind of Tai_MT to know exactly that part wasn't something they enjoyed. How dare they even think to themselves they did a good job on anything. Their lives are utter failures and they should be ashamed for the rest of their pitiful lives. Bad dev!

You know very well I've never said such things, advocated for such things, or even believe such things.

This is unfair characterization that is pretty blatant slander and a personal attack. You know that it's wrong. I haven't treated you that way in the slightest and have given you a far higher level of respect than you've shown me thus far.

If you're that upset, you should probably take a break from the topic.

Because it is in fact not the first time I've seen you play the "game can be broken, therefore game bad" card.

Your problem is that I'm consistent in what I believe? Because you'll have to explain to me how that's a problem in any way.

It seems like every time you have a problem with a feature it is because something isn't fun to you personally and you use that as an excuse to "break the game" and proceed to claim the game is bad.

Incorrect. I tend to have problems with features because people don't think beyond the surface level of that feature and implement it as poorly as possible, which tends to ruin the overall experience.

Why would I spend time highlighting the exact problems any feature has and all the knock on effects of that feature that can contribute to a frustrating or boring existence?

If you think it's "to attack someone", then I don't know what to tell you, other than maybe you just can't handle criticism. Or, don't like having to face that the thing you enjoy has problems that need to be at minimum addressed before implementation.

It is bad design to implement a system with a myriad of problems and do nothing about the problems. That is in every single one of my posts. I don't just blanket "it's bad because I say so". I say, "It's bad for X, Y, and Z" and trust that most forum users are intelligent enough to go, "Yeah, I should mitigate those problems if I plan to utilize this system".

Your problem here is that you confuse actual professional developers with hobby developers who have no education in game design and only work on their games in their spare free time.

No, I don't. I make the distinction all the time. Hence why I spend time explaining things to users of the forums and running down lines of logic for absolutely everything.

You know, to teach hobby developers with no education in game design some "good practices". Or, even, useful ways to consider the things they're doing.

You expect people to work, as in actual work as if it was their full-time job for a salary, when in fact people are here to pass time in a way they enjoy.

No, I expect people who actually enjoy what they're doing to want to take some pride in their work. That is, want to make the best product they can, regardless of skill. That's all. I expect them to not "bite off more than they can chew" and to not just avoid basic issues that can crop up.

If you aren't going to take pride in what you're making, and want to do the best job possible, then I don't know what to tell you. Probably that you shouldn't listen to any criticism since you don't actually care about the quality of your game. If you just want to play around with the program and don't care about quality, then nothing I say should ever affect you in the first place. None of my opinions should ever get under your skin if you don't want to take pride in your product and do the best job possible.

You don't get to have it both ways. I'm sorry. If you care about your product, you should want to put the work in to make it as good as you can. If you don't care about your product, then you shouldn't care what I have to say about it in the least.

You're also assuming and claiming they didn't put in work into their games just because their games didn't fit your specific, personal preferences for what makes a game fun.

Incorrect. There are obvious signs when "the work wasn't put in". Namely, if they did nothing to mitigate actual issues with implementation. It becomes pretty obvious who "cares" about their product by just playing it or looking at it for a little bit. You can see where care and attention were placed, even if they did a very bad job at it. You can see who WANTS to improve as well, since they'll go back and rework or fix things that end up being issues.

"Brigand: Oaxaca" is a literal mess and probably what many might consider "a dumpster fire". But, you can tell a lot of care and effort was put into it and continues to be put into the product. Problems are constantly fixed. Issues reworked. The "intended experience" even tweaked from time to time. There are points where the game is "not fun" and "punishing for no reason", but the dev cared and continues to care. They put a ton of work into the project even if they're not always very competent at what they're doing.

I give them points and the benefit of the doubt for going, "this is the game I wanted to make, and I want to keep improving it for everyone who wants to play it".

It's very easy to see who just went "good enough" on their project, especially when they're told there are problems with it and they go back and don't even bother fixing it, or put some band-aid in place to just hold it together.

There's a marked difference between those who accept criticsm and those who don't. Accepting criticism doesn't even have to be "I did all the things you suggested". It just has to be accepting that some player or players has some problems and you should do what you can to mitigate those problems without compromising your vision. Or, just outright state to the person leveling the criticism, "Yep, I understand the problems. However, I don't really care that they're problems. It's part of the intended experience." and just being done with it.

I agree with the fact scaling is generally bad, yes, and that I can't even think of legit positives to it. But not for the reasons that it can be broken. And nope, I'm having great days, I'm just replying because it's fun for me. That's my reason for being on these forums, just for fun. And I usually find your takes to be disagreeable - or if they're not, it's the way in which you present them that I disagree with.

Good thing my inital post listed at least half a dozen reasons why scaling is bad and not just "I can break the game", 'eh?

I don't know. I grew up with the 16-bit Sonic games and Dr. Robotnik always took 8 hits to defeat, with some of the end bosses requiring more. Yes, you can defeat him before he repeats his pattern multiple times if you're somewhat decent, but the same can be said for Hollow Knight. Sufficiently skilled players can combine their swordplay and magic skills to take out bosses before they can show you their full move set even once.

What can be accomplished and what will typically be accomplished by a first time player with no guide tend to be two different things. You can't really compare "someone who knows the game inside and out" to "a newbie who is touching it for the first time".

After all, you're talking about someone who is super heavily invested into the game already... and someone who hasn't yet decided if they want to be invested.

There's a reason "Pro Players" shouldn't decide what is reasonable or not in competitive gameplay modes.

The most obvious being that you don't want to alienate the vast majority of your audience to please the minority.

"Too long" is very subjective and there'll always be players who think stuff takes either too fast or too long. The best thing developers can do is find a middle ground that the majority of players can agree on to be acceptable.

"Too long" is subjective. But, the devs can take steps to at least make things feel not very long. The problem isn't always "it takes too long". It is often, "It feels too long". "It feels tedious". Etcetera. But, that's part of learning to parse criticism. If a player says "It's too long", you look at the actual problem instead of the symptom. Why does the player think it's too long? What contributes to that feeling? That frustration? Can it be alleviated?

I don't know where it ever came from, but I remember Josh Strife Hayes on YouTube talking about "Quit Points" in games and I've had that in my brain ever since I heard it for the first time.

I think it's valuable information to take on board as a dev. What are Quit Points and how to avoid them?

@LordOfPotatos

I don't rant :p I'm excessively verbose to the point of annoying absolutely anyone and everyone who isn't engaged with me in a conversation (and who has the same level of passion for it that I do).

Most of this isn't even "going hard" for me, which is probably the sad part. Most of this is "normal writing/speaking tendencies" for me.

Yes, it can get much worse. Much, much, much, much worse. I pity any person who ever has to read the nonsense I produce when I "go hard".

Heck, even I get tired of writing long posts. About 3 days in and I'm just like, "I don't care anymore. It's not worth it anymore".

But, hey, that's why I have adopted the stance I have. I'm fine if you ignore me and never reply to me. Just think of me as the guy on the street corner yelling about aliens and government conspiracies. Just the local whackjob with his soap box and cardboard signs about the end of the world.
 

Touchfuzzy

Rantagonist
Staff member
Lead Eagle
Joined
Feb 28, 2012
Messages
8,121
Reaction score
10,977
First Language
English
Primarily Uses
RMMZ
Finally, as for "condescending", I guess I'm not sure what you mean. I tend to state everything as very "matter of fact" and worded in a way to try to educate people who didn't put as much thought or research into something as I might have. It's the way I teach in real life, and that gets praise.
You don't see how "I need to teach these people who haven't put as much thought or research into this as me" doesn't come off as condescending? Really?

I find that if you didn't come from the position that other people don't know as much as you by default, you wouldn't piss off as many people.
 

TheAM-Dol

Randomly Generated User Name
Veteran
Joined
Feb 26, 2022
Messages
643
Reaction score
981
First Language
English
Primarily Uses
RMMV
There are some folks in this thread who might appreciate using this forum.

To bring the topic back on track here, I wanted to explain how I handle enemy scaling in my game as I think it's not a typical form of enemy scaling (not saying it's never been done, just a less common method)
At its basic core, it's just enemy scale up with the player. Not too weird. But it's sort of everything surrounding this scaling that I think makes it more interesting.

Why?
The primary purpose of having enemies scale with the player is because the game is open ended in how they approach the levels in my game, and players are even encouraged to leave a level, go to a different level, and come back to the level before if they need to.
So, in order to make sure no matter what, players are being challenged and not either getting curb-stomped or curb-stomping enemies, I decided to implement scaling enemies.

How?does this affect the game
The way enemy scaling is used is more like an automatic difficulty slider, or in other words: it is my game's difficulty curve. Enemy stats do not scale linearly with the player's stats. Enemies will begin out-pacing the player if the player is not utilizing the resources and mechanics available to them to keep up with the curve. Even then, as the game progress combat becomes more visceral; where at the start combat is slow and low-stakes, by the end, combat is much faster because everyone is hitting much harder (enemies included)

Then I will just never level up:
Sure, that's fine too. My game isn't about stopping the player from playing the way they want, in fact, if it wasn't clear by the freedom to do levels in whatever order they want, I encourage players to play the game the way they want. If players want to test and exploit my game, I encourage it!
That said, there are incentives for leveling up, and challenges for players who don't level up. Firstly, there are rewards for meeting certain level mile-stones (new skills and the like). Second, bosses usually have a minimum level requirement. It's low, but still high enough that the player should be considering at least some gear and some understanding of my game's mechanics. To be clear, it's not that boss's will turn the player away if they don't meet the level - it's not that black-and-white. Instead, the bosses have a minimum level that is above level 1. If you never level up in the game, then the bosses will be several levels higher than the player. And just for fun, since the boss wall is a soft wall and not a hard wall preventing the players, guess what: I even added in small adjustments to the story to account for the fact that the player conquered a boss below the expected level. So if you can do it, cool, there's a small reward acknowledging your accomplishment.

providing the means:
So it's better to consider my leveling as the difficulty slider, rather than looking at it in the traditional sense of leveling. So stat improvements come from resources that provide permanent stat boosts and gear to boosts stats. Then understanding the game's combat mechanic to make the most of damage. So you have the trifecta: Resources to boost stats, gear to increase power, and comprehension of mechanics.

Why have leveling at all then?
Because my dumb monkey brain likes watching Small number go Big.
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
6,059
Reaction score
5,829
First Language
English
Primarily Uses
RMMV
You don't see how "I need to teach these people who haven't put as much thought or research into this as me" doesn't come off as condescending? Really?

I find that if you didn't come from the position that other people don't know as much as you by default, you wouldn't piss off as many people.
I don't really know of a way to reply to this that wouldn't just start a fight. Short answers:

No. I don't think that way about others or treat others that way. If you want to discuss it, feel free to PM me and we'll talk it out. I have no problem hearing you out about how you perceive me and why. Or, even listening to suggestions. Though, I sort of expect you to hear me out in return and understand my point of view as well.

I don't think the "you think you know more than others by default" thing is the reason people get angry with me. It's a combination of factors. But, in general, I try to avoid any of those factors. Unless people are deliberately being disrespectful. Heck, even then, I often let that disrespect slide (in all my years here, I've reported like what... 2 posts and 1 PM? The PM of a death threat nature? The two posts basically consisting of an extended session of harassment?).

You can look at my first post in this topic and see that the most inflammatory thing I posted was hyperbole of "If you design a game with scaling, players like me will break it and then laugh at how easy your game is when we do". Otherwise, perfectly civil. Purely informational.

The direct reply to it started out as a very normal response post of disagreement and then devolves partway into it as a character assassination attempt. Or, rather:

3) Keep the conversation civil.

This especially applies to discussions where you may disagree with someone. A lot of us are passionate about game design and may have strong opinions and points of view. You are welcome to argue your position as passionately as you'd like and you are free to disagree with someone else's view. However, please be respectful of the other person. Do not attack them, call them names or otherwise knowingly insult them.
Via this:

Though I've noticed you're so obsessed with "breaking the game" that it seems you're more concerned with how you get around the intended rules of the game than playing the game itself. A game could have millions of players enjoying the experience for what it is and yet you dedicate all your time "breaking the game" instead to prove your point that it sucks and everyone else is wrong about it. You need a developer to literally restrain your character to a single level, against a single enemy, no items, no skills, no stats, no nothing to prove they made a game that can't be "broken" and to be declared the ultimate, perfect game by you. Your ideal experience is to be so restrained and strictly railroaded by the developer that there's no room for anything but the intended experience. Perhaps try a hallway walking simulator?

I don't know what this is, but it wasn't written with "civil conversation" in mind. I know of no way to spin it to make it sound civil in any way.

No "Two Minutes For instigating"?

I get that it's nice and easy to always blame me for every "argument" I'm in. But, that's not always the case.

I don't expect you to like me, but I expect you to at least be capable of pretending to respect users and act professional based upon your position as a staff member.
 

freakytapir

Veteran
Veteran
Joined
Jun 13, 2014
Messages
272
Reaction score
285
First Language
English
Primarily Uses
RMMV
Now, to add a little to the discussion, let me tell the tale about a game, a high profile one, even, that totally borked up level scaling.

Everyone's favorite Final Fantasy, FF8.

The game never tells you this, but all enemies scale to your level.

The problem, leveling up is not the main source of stat growth. Junctioning Magic to your stats is. So basically, the game treats all spells you can cast as consumables, and you can stockpile these up to a hundred by 'drawing' them from enemies or 'draw points'.
The game also lets you 'connect' or Junction these stockpiled spells to a stat.
These then give boosts to that stat, with each spell being better for a certain stat, so offensive magic would raise Str more than Def, Junctioning Protect to physical defense would enormously boost that, Junctioning Quake or Curaga to HP would give massive HP boosts (I'm talking 500 HP to 4000 HP here).
But the enemies did not scale with the amount or strength of the magic you had Junctioned.
Now, if they had any sense, they would have made the most powerful spells only obtainable pretty late into the game, but no, they had to introduce a 'card game', where you could easily grind cards, which could be refined into items, that could be refined into high level spells.

So the tactic was: Junction your stats to obscene levels (3500 HP at the point where a boss' ultimate move does maybe 300 damage), full immunity to all elements and status effects, insta-kill basic attacks, ... with magic aquired through the card game.
But keep your level as low as possible, which was insanely easy, as you could get the 'No encounter' ability a couple of hours into Disk one.

So basically, the game becomes you running through empty corridors ('No encounter' on, off course), and face stomping bosses you horribly overpower.
And if you didn't do this? You sank into a pit of ineffectiveness as every level up actually made you weaker and weaker.

Just ignore the card game then? Yeah, no. That would mean manually drawing your spells from enemies 2 or 3 at a time, up to a limit of a hundred, but you have three party members, so ... No. Just no.

So summary: Game has levelling system, but due to level scaling going level up makes you weaker, and exploiting side systems is the key to victory.
 

Latest Threads

Latest Profile Posts

imgur sure is getting weird, one day I lose gradually all my images, the other I get them back randomly and then again they disappear again.
Despite OPT2 praise it still has some strange stories in it. Lady Mikka is trying to work herself to death because of guilt. Guilt over what? ¯\_(ツ)_/¯ So instead of finding a NPC to have a heart to heart with her they decide the cure is a new kimono. So when she drops dead she'll at least be well dressed. I haven't even got to the strange part yet.
Did so much work on the game today. I wish I could post it all in this status update but there is a character limit of course haha. I thought about making a topic for updates, though... maybe.
The most recent sign that I am old. I have done martial arts for over 4 decades. Never HAD to stretch out. Good, of course, but never required. Was doing some kicks in the kitchen because, why not, and I felt a pop in the back of my thigh. Now I am limping around. Gotta love getting old.
One of the biggest perks of being fluent in English is how many new and interesting recipes I am able to find and try out that I would have hardly come across if I just spoke my mothertounge :3

Forum statistics

Threads
131,684
Messages
1,222,243
Members
173,437
Latest member
Manic_Umbra
Top