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After ~25 years of playing this sort of game, I am increasingly sympathetic to the idea that exponential-power leveling is just a busted mechanic. There's a var
by jerf 3y ago
After ~25 years of playing this sort of game, I am increasingly sympathetic to the idea that exponential-power leveling is just a busted mechanic. There's a variety of good ways to use it, but there isn't a great way.
You can lean into it, like Disgaea, which just embraces the brokenness and writes them into its mechanics. You can just sort of write a standard game, but then, in the end, the solution to all problems is grinding. You can scale the challenges with the level, but then, what's the point of leveling? In fact all you're doing is running the risk of showing just how busted the mechanic is when you have a hard time matching the levels correctly because of the exponential power gains; see Oblivion, for instance. And even after such a mismatch, the solution to all problems is still grinding.
Obviously many fine games have used this and I still play some to this day, so I'm not saying it's never ever fun. I'm just saying, the ways in which it's kinda broken seem fundamental and there seems to be only so much you can do with them. Were I designing a game today, rather than treating it as a default as so many designers still seem to, I'd want to take a careful look at the disadvantages and be sure I'm comfortable with them before proceeding. And as a gamer I do have to say more and more I'm starting to mark a game using level-based mechanics down a point when I'm figuring out what to play.
- chrchang523 3y agoThere are games where the final score is primarily based on taking as little time as possible (e.g. the Heroes of Might and Magic series, which had its debut around the same time as Diablo); this tends to keep exponential leveling mechanics in check.
- bombcar 3y agoI always thought HoMM single player kind of just played directly into the “comp stomp” play style and only a few levels punished it. The difference between single player and modern HoMM (it’s a thing!) multiplayer is absolutely stark. Entirely different games, basically.
- jerf 3y agoIt's another helpful one. I like to play my own challenges now for minimal leveling; not formal ones for speedrunning purposes, just running more often and not grabbing all the resources. Due to the exponential nature of the game, generally if I do throw in the towel and level, by definition, the best place to grind is the latest possible place. Numerically you actually aren't missing out on much by trying to speed through the game and stopping only when necessary in most games.
- dleslie 3y ago> After ~25 years of playing this sort of game, I am increasingly sympathetic to the idea that exponential-power leveling is just a busted mechanic. There's a variety of good ways to use it, but there isn't a great way. Hero stories need to have a satisfying end, and I don't think many ARPGs acknowledge that this is even possible or design to allow it to coincide with the end of the story. I imagine an ARPG designed to _end_ characters would level-gate content in such a way that unlocking, and defeating, the final content would be a satisfying end to the character. You would certainly be encouraged to start afresh, NewGame+ style, with a new character but it would be made clear that the character at the _end_ is also _finished_. Completed. Over. Done. The hero has finished their journey. Ie, lock the character and have them just lounging around in a hub/town for your new characters to see.
- Retric 3y agoThere’s multiple ways of handling scaling, but all games need to deal with the player gaining skill even if their character doesn’t. FPS often have have player selected difficulty settings not because people want to suffer, but because skill is makes such a huge difference. RPG mechanics are generally meant to minimize the impact of player skill. A Skyrim stealth archer doesn’t benefit from hitting the enemy in the head, instead aiming is closer to target selection and their perks determine how well placed the shot was. This actually simplifies game balancing because players can self select challenges based on their character’s abilities. Though Skyrim also includes a difficulty slider, it’s not meant to offset endgame gear. Dark souls is generally considered difficult because the RPG elements are minimized. Speed running the game doesn’t require people to hunt down a huge list of gear it’s just not that important.