The Need for Experience and Levels

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
5,476
Reaction score
4,862
First Language
English
Primarily Uses
RMMV
Any other questions?
Yes, you conveniently skipped over the rest of the questions. I figured since you were going to go ahead and answer rhetorical questions, you'd have at least shown me the courtesy of answering them all before asking if I had any more.

:D
 

xdan

Veteran
Veteran
Joined
Aug 21, 2016
Messages
158
Reaction score
59
First Language
Spanish
Primarily Uses
Yes, you conveniently skipped over the rest of the questions. I figured since you were going to go ahead and answer rhetorical questions, you'd have at least shown me the courtesy of answering them all before asking if I had any more.

:D
To be fair, my question was just as rethorical and that didn't stop you from responding either. In short, I haven't played any of those games even once, so I can't answer a question in the format "Have you replayed X?".
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,528
Reaction score
14,261
First Language
English
Primarily Uses
RMVXA
For purposes of advancing the conversation, I'd be interested if you would list say 3 - 5 of those you played that in your opinion don't have a progression system. I saw this as often times games have a hidden one so you could be surprised as it might exist, but be so subtle that you didn't notice it. And maybe that is more like what you are going for?
 

Tai_MT

Veteran
Veteran
Joined
May 1, 2013
Messages
5,476
Reaction score
4,862
First Language
English
Primarily Uses
RMMV
@xdan The one about more Questions? I didn't take it as rhetorical, I took it as trying to initiate a fight of some sort.

Ever go back and play old games without one?
Well, you did answer it, but I would've appreciated elaboration. It's why I listed some of the games I've played as a question. Namely, giving them as a rhetorical question in order to provide an example so that others may know what I'm talking about (if they'd played those games, anyway).

Games where once you've seen every stage (which is like 4 at max), the gameplay gets dull, because you've already done it? How about Galaga where the levels don't change, but the "enemy patterns" do?
I figured you would've answered this question as well, since you decided to answer the first two. Or, at least, state an opinion here. For or against the idea and reasons why. Maybe something to help continue the discussion?

The other Questions about games are more rhetorical examples.

So... yeah... was kind of hoping that if you'd replied you'd contribute to the discussion you wanted to take place or list examples or something. Maybe argue your point of view on it. Or... I dunno… answer all the questions if you started answering them.
 

Doktor_Q

I'm not a real doktor, but I am a real Q
Veteran
Joined
Aug 1, 2016
Messages
875
Reaction score
563
First Language
English
Primarily Uses
RMMV
I think there's an important meeting piece in your model- specifically, it's not a "progression system" that is necessary, it's progression, period. In Mario, the first level and the last level are different, and the last level is going to be harder, and expect you to understand more complex mechanics or level elements. This concept starts all the way back at Space Invaders, where the ships got faster the more you destroyed.

In a platformer, your progression is "new levels" and "new elements to the level." In a puzzle game, you might gradually introduce new mechanics or patterns for the player to learn.

In a typical RPG, the progression is new abilities to use and new enemies with their own new abilities to use against you. If this is done poorly, you fight the same thing over and over, but more 0s after every number. If this is done well, the game experience becomes more complex as you progress.
 
Last edited:

xdan

Veteran
Veteran
Joined
Aug 21, 2016
Messages
158
Reaction score
59
First Language
Spanish
Primarily Uses
I think there's an important meeting piece in your model- specifically, it's not a "progression system" that is necessary, it's progression, period. In Mario, the first level and the last level are different, and the last level is going to be harder, and expect you to understand more complex mechanics or level elements. This concept starts all the way back at Space Invaders, where the ships got faster the more you destroyed.

In a platformer, your progression is "new levels" and "new elements to the level." In a puzzle game, you might gradually introduce new mechanics or patterns for the player to learn.

In a typical RPG, the progression is new abilities to useu and new enemies with their own new abilities to use against you. If this is done poorly, you fight the same thing over and over, but more 0s after every number. If this is done well, the game experience becomes more complex as you progress.
This sounds like an extremely important distinction. Are we talking about progression systems or progression in general?

If we're talking about progression in general, then pretty much no game in existence qualifies. Even Donkey Kong has progression: the more you climb, the closer you are to your goal. You could argue this applies to all fiction: characters make actions that place them closer (or further away) to whatever their conscious or unconscious goal is. You could even apply this to sports.

So, if what is being argued in this thread is that a lack of progression makes games unengaging, then rest assured: such games do not exist.
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,528
Reaction score
14,261
First Language
English
Primarily Uses
RMVXA
Right. The player has to have *some* progress, else it is just the same old levels over and over and over, which is going to bore 99% or more of the players. Some arcade games handle this by looking for improvements in player skill, but even in Mario you don't get the hardest enemies and jumps in level 1 - 1, the game eases you into it. Imagine how well Mario would have done if level 1 - 1 had hammer brothers and ridiculous jumps.

In fact, you can see how that would look, just look up a youtube video for Super Mario Frustration. Now imagine if that had been the original Mario game. Odds are we would not even be talking about it anymore and it would be forgotten.
 

Doktor_Q

I'm not a real doktor, but I am a real Q
Veteran
Joined
Aug 1, 2016
Messages
875
Reaction score
563
First Language
English
Primarily Uses
RMMV
If we're talking about progression in general, then pretty much no game in existence qualifies. Even Donkey Kong has progression: the more you climb, the closer you are to your goal. You could argue this applies to all fiction: characters make actions that place them closer (or further away) to whatever their conscious or unconscious goal is. You could even apply this to sports.
I'd like to point out that "being closer to your goal" is progress, but not necessarily progression- progression, for the purposes of this, is about how the experience of the game changes with time.

With RPGs in particular, the "menu combat" makes it hard to have a good progression system based solely on changes to the enemies- you want to give the player more options to use, and more resources to use them.

To restate and summarize a portion of the thread:
  • An RPG without good progression is probably very boring, because the effect of player skill is more limited than a action game or platformer.
  • Progression doesn't need to come from from fighting battles, but it provides additional incentive for the player to fight, because they are earning the helpful part of progression by doing so.
  • Random or otherwise non-mandatory battles make up a lot of the combat in most RPGs, so the player should feel like those battles serve some purpose in the long game. It can also allow them to control the difficulty somewhat.
  • If you don't do much with non-mandatory or repeated combat, then leveling probably isn't a concern.
 
Last edited:

xdan

Veteran
Veteran
Joined
Aug 21, 2016
Messages
158
Reaction score
59
First Language
Spanish
Primarily Uses
  • An RPG without good progression is probably very boring, because the effect of player skill is more limited than a action game or platformer.
This deserves it's own thread. It seriously does. This is so true even thought the genre has endless potential for it not to be true.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

Forum statistics

Threads
106,017
Messages
1,018,354
Members
137,801
Latest member
topsan
Top