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by jerf
1491 days ago
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I think leveling systems are arguably the biggest mistake in gaming right now. By that, I specifically mean things that just power you up or down based on a single number (give or take a few numbers), which you can go up basically by just playing the game for longer. It gives the entire game a natural skew towards becoming easier over time, which, being backwards, then requires a large number of gyrations to overcome. I don't think the solution is just to rip them out and then proceed forward. And there are still other bad designs, of course; a sibling comment cites Oblivion. (Although I would call that an example of one of the "gyrations" I refer to; having a leveling system but then trying to remove it by somehow mathematically cancelling it is just weird. Quite distinct from not starting with one in the first place.) I would cite something like Bayonetta as a good example of what I mean, though by no means the only possibility. Especially as "RPGs" continue to move more and more in the direction of straight-up-action-game combat anyhow. You open up some weapons. You can double your health and the other resource (forget what it's called), and I'm not even sure I love that, but you can. But fights are not about whether you're level 34 and they're level 63. Difficult fights are difficult because they are difficult. In some sense the biggest mistake in my mind is that it gives designers such an easy answer; just slap a leveling system on it. More thought would be nice. I could also cite something like Slay the Spire. No "levels" in sight, but your character certainly becomes more powerful over time, and your play gets better. Skill acquisition, clever combinations of abilities and features, etc. So much better than just a number that goes up. |
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Which certainly seems another step removed from logic.