- Joined
- Jan 9, 2022
- Messages
- 1,136
- Reaction score
- 2,140
- First Language
- English
- Primarily Uses
- RMMZ
Ignoring the significant amount of...off topic stuff in this thread, I have found a few nuggets of interesting points to ponder.
Anyway...one of the nuggets of interesting points that recent posts have prompted me to consider is that perhaps it doesn't make sense to allow the player to control their level ups. I know that many games don't actually do that, but I tend to prefer, as a player, to control and manage my level up...which can actually be an exploit.
Like how in Morrowind you can continue to increase your skills to become more powerful without increasing your character level. You can finish the game at Level 1.
I do like games that let me chose to level up when I want, instead of automatically triggering it. Especially for games where the level ups give you random benefits. This may be less common today, but in some of the older game I still enjoy playing, level ups were immediate and the benefits were random. Now, if the level up always yields the same benefits, then I don't mind as much.
But this got me thinking about scaling and reasonableness. Why even have those traditional level ups?
If a level up is supposed to reflect a characters gradual advancement and improvement based on experience, why would increasing level be optional or even sudden? I mean, regardless of how you examine the formula, meaning strictly XP based, or increasing skill based, number of enemies defeated based, etc., the underlying logic seems to be that your character is gradually improving based on time, experience, action, practice, whatever.
That would logically seem to be an automatic thing, but the effects would be small and gradual. I keep using a skill so I naturally get better at it. I defeat a bunch of enemies so I naturally improve certain things. I get stronger. I get hardier. My attack increases. My ability to defend increases. My ability to channel magic increases. Those seem like they would happen whether I want them to or not. They wouldn't just change in an instant. I defeat the 100th enemy and suddenly several stats improve. The changes would be modest and...well...gradual.
So perhaps if you want levels in a game, maybe it is appropriate to have those level increases and improvements triggered in a reasonable way or more drawn out over time. Small increases rather than big changes...gap...big changes.
And I sort of like the idea of enemies being what they are because of reason and logic and not level. Enemies don't get stronger just because a character comes along that is stronger. Perhaps enemies get stronger the same way characters get stronger. They get older, more experienced. That ogre that you might face early in the game might be deadly, but not as deadly a year later (in game) after it has more experience. It might not have a bunch more HP or increased natural attributes. But its experience makes it a more cunning enemy that can hit harder, defend better, etc.
In theory, you could completely do away with the concept of levels and just have character (and enemy) stats increase gradually through time and experience. Why can't enemies get more difficult, just by virtue of the fact that they have lived longer to get more experience themselves? If the enemies are humanoid, why wouldn't they potentially obtain their own better equipment, just like the player?
Now, this isn't a new idea, and some players might not like this because your starting numbers and statistics don't significantly change during the course of the game. And this probably wouldn't work for shorter games. This would probably be better for games that are measured in dozens and dozens of playable hours, rather than 8-10 hours.
But what about the complaint that some enemies will be very easy or some enemies might always be difficult? Well, that is also logical and reasonable. Realistically, if I decide to fight a grizzly bear today or fight that same bear a year from now, our encounter is going to be quite similar, unless what I bring to that encounter changes. Say instead of a knife and my pajamas, I bring an uzi in tactical armor.
Just like if I decide to attack a fluffy bunny (not the vorporal bunny from the Holy Grail). That fluffy bunny is going to be pretty easy. And because of that, I'm not going to get much in the way of experience for increasing my skills. In fact, that fluffy bunny would most likely actively try to avoid me or escape. I can fight all the bunnies I want, but it isn't going to do much for me. I have seen games do this by giving XP based on a comparison of the character versus the enemy. The more challenging, the more XP.
So, to wrap up these ramblings, I am wondering about not having a level system at all versus just having skills that increase and having very modest changes to attributes based on a variety of factors. With attributes changing both positively and negatively. And getting better equipment to make your characters more capable. Better defense. Better damage. And making a game where all of the systems work together in a logical and reasonable manner and making the player responsible for their own choices. But this does go to overall, consistent game design. If you don't want your players to be able to easily trounce your hardest enemies, then don't make a system where they can improve to that point. Don't make deity-like equipment they can find. Make it so the very best equipment in the game with the most improvements through experience still makes your hardest enemies challening. But that also won't be as appealing to some players. We wants the overpowering sword of ultimate destruction!
If the player wants to go to the deep, dark, scary, swamp of the Emerald Dragon when they first start out...ok...but they are probably going to get eaten and die. If they wait until later on, they will have a better chance of survival, but it still won't be a cake walk.
So enemies don't really scale...they modestly improve just like the player can.
One final thought, perhaps moving away from levels, while still maintaining challenging and enjoyable combat, would allow the player to focus more on the story that is being told and the role playing adventure that is unfolding. But if your game is centered mostly around combat, then NOT having leveling is probably not going to be very well received. But I could be wrong.
What I personally find frustrating is when a post presents subjective opinion or perspective as objective, indisputable, pure fact. Which is unfortunate because just a few simple changes to wording can vastly improve the potential for the poster's message and point to be accepted and received by the audience. When you speak in a manner that insinuates that your personal opinion or perspective is an indisputable fact that the average person or any reasonable person would naturally agree with, then many folks will either disregard what you say, find that you lack credibility, or they will fall into the trap of arguing with you over the merits of your opinions couched as facts.
There have been so many times that I have typed responses to posts just like that and then deleted them. Why? Because the back and forth interactions of posting at each other is rarely productive. So I generally give myself a time out from the forum for a bit.
There have been so many times that I have typed responses to posts just like that and then deleted them. Why? Because the back and forth interactions of posting at each other is rarely productive. So I generally give myself a time out from the forum for a bit.
Anyway...one of the nuggets of interesting points that recent posts have prompted me to consider is that perhaps it doesn't make sense to allow the player to control their level ups. I know that many games don't actually do that, but I tend to prefer, as a player, to control and manage my level up...which can actually be an exploit.
Like how in Morrowind you can continue to increase your skills to become more powerful without increasing your character level. You can finish the game at Level 1.
I do like games that let me chose to level up when I want, instead of automatically triggering it. Especially for games where the level ups give you random benefits. This may be less common today, but in some of the older game I still enjoy playing, level ups were immediate and the benefits were random. Now, if the level up always yields the same benefits, then I don't mind as much.
But this got me thinking about scaling and reasonableness. Why even have those traditional level ups?
If a level up is supposed to reflect a characters gradual advancement and improvement based on experience, why would increasing level be optional or even sudden? I mean, regardless of how you examine the formula, meaning strictly XP based, or increasing skill based, number of enemies defeated based, etc., the underlying logic seems to be that your character is gradually improving based on time, experience, action, practice, whatever.
That would logically seem to be an automatic thing, but the effects would be small and gradual. I keep using a skill so I naturally get better at it. I defeat a bunch of enemies so I naturally improve certain things. I get stronger. I get hardier. My attack increases. My ability to defend increases. My ability to channel magic increases. Those seem like they would happen whether I want them to or not. They wouldn't just change in an instant. I defeat the 100th enemy and suddenly several stats improve. The changes would be modest and...well...gradual.
So perhaps if you want levels in a game, maybe it is appropriate to have those level increases and improvements triggered in a reasonable way or more drawn out over time. Small increases rather than big changes...gap...big changes.
And I sort of like the idea of enemies being what they are because of reason and logic and not level. Enemies don't get stronger just because a character comes along that is stronger. Perhaps enemies get stronger the same way characters get stronger. They get older, more experienced. That ogre that you might face early in the game might be deadly, but not as deadly a year later (in game) after it has more experience. It might not have a bunch more HP or increased natural attributes. But its experience makes it a more cunning enemy that can hit harder, defend better, etc.
In theory, you could completely do away with the concept of levels and just have character (and enemy) stats increase gradually through time and experience. Why can't enemies get more difficult, just by virtue of the fact that they have lived longer to get more experience themselves? If the enemies are humanoid, why wouldn't they potentially obtain their own better equipment, just like the player?
Now, this isn't a new idea, and some players might not like this because your starting numbers and statistics don't significantly change during the course of the game. And this probably wouldn't work for shorter games. This would probably be better for games that are measured in dozens and dozens of playable hours, rather than 8-10 hours.
But what about the complaint that some enemies will be very easy or some enemies might always be difficult? Well, that is also logical and reasonable. Realistically, if I decide to fight a grizzly bear today or fight that same bear a year from now, our encounter is going to be quite similar, unless what I bring to that encounter changes. Say instead of a knife and my pajamas, I bring an uzi in tactical armor.
Just like if I decide to attack a fluffy bunny (not the vorporal bunny from the Holy Grail). That fluffy bunny is going to be pretty easy. And because of that, I'm not going to get much in the way of experience for increasing my skills. In fact, that fluffy bunny would most likely actively try to avoid me or escape. I can fight all the bunnies I want, but it isn't going to do much for me. I have seen games do this by giving XP based on a comparison of the character versus the enemy. The more challenging, the more XP.
So, to wrap up these ramblings, I am wondering about not having a level system at all versus just having skills that increase and having very modest changes to attributes based on a variety of factors. With attributes changing both positively and negatively. And getting better equipment to make your characters more capable. Better defense. Better damage. And making a game where all of the systems work together in a logical and reasonable manner and making the player responsible for their own choices. But this does go to overall, consistent game design. If you don't want your players to be able to easily trounce your hardest enemies, then don't make a system where they can improve to that point. Don't make deity-like equipment they can find. Make it so the very best equipment in the game with the most improvements through experience still makes your hardest enemies challening. But that also won't be as appealing to some players. We wants the overpowering sword of ultimate destruction!
If the player wants to go to the deep, dark, scary, swamp of the Emerald Dragon when they first start out...ok...but they are probably going to get eaten and die. If they wait until later on, they will have a better chance of survival, but it still won't be a cake walk.
So enemies don't really scale...they modestly improve just like the player can.
One final thought, perhaps moving away from levels, while still maintaining challenging and enjoyable combat, would allow the player to focus more on the story that is being told and the role playing adventure that is unfolding. But if your game is centered mostly around combat, then NOT having leveling is probably not going to be very well received. But I could be wrong.