Quote:Original post by KungFooMasta
For example, there are people who like to level up to be well/over prepared for future dungeons, and there are people that like to push through the game without taking time to level up. Those are preferences.
My first reaction is to ask why "leveling up" should even exist. But that's going in a whole different direction, so I'll ignore that for now and assume that it's a
staple of RPGs.
I really wish I had more examples to go off of, because I keep falling back to the same couple of games that did it right... oh well, time to pull Paper Mario out of the bag again. In Paper Mario, you get a level up every 100 experience points. Simple. The number of experience points that enemies give you is relative to your level, so at level 15 a goomba isn't going to give you anything.
What happened there was that players couldn't grind on low level monsters for hours, because at a certain point they got nothing out of it. At the same time, you couldn't over-level because at a certain point you have to move on to the next dungeon in order to keep fighting harder monsters.
If a player was too low level the enemies would be hard in the next dungeon, but each enemy killed there would give
alot of experience so it would catch the player up quicker.
Some stat balancing, some playtesting, and you have a pretty much unbreakable system where the player can level grind to a certain point but just playing through without grinding will keep your levels at a reasonable point. A great system, if you insist on implementing a level grind.
Quote:Some games like Evermore for SNES made the game hard at all times. Even if you spent time leveling, the monsters leveled with you. Trying to fight and save up money for new armor was painful, as the monsters were always hard to kill, and I always felt like death was close by, even in familiar areas. If people want to stay behind and level up or get money, that is their choice. Like you say, if you don't allow this, they get annoyed and quit.
Leveling up the enemies along with the player is possibly the best way to make sure the game difficulty is always balanced. It is also part of the basis of my argument that "leveling up" is a broken concept and needs to be replaced.
So here we have a system that's supposed to make the player feel stronger. Oh, but it unbalances the game so we have to rebalance it by making the enemies stronger. Of course, that negates the "level up" altogether, because now the player isn't actually any stronger. All you did is multiply all of the numbers by some factor, the proportions are still the same! This is crap.
A hard dungeon is a hard dungeon. If I enter that hard dungeon unprepared, I should get my ass handed to me. If I enter that hard dungeon prepared, I should have a reasonable challenge. Likewise, an easy dungeon is an easy dungeon. If I re-enter later in the game, I should feel as if I'm better equipped to deal with the enemies. Not necessarily that I'm killing them in one hit with my eyes closed, but that as long as I'm paying attention I'm not afraid of dying. This is something that the Zelda games do fairly well, especially A Link to the Past.
Quote:Here is what I want to do, tell me how it sounds:
... stuff about lvl modifiers ...
It's an interesting approach to the problem, for sure. It has that open-world "explore anything in any order" mentality to it, but isn't as obviously "auto-adjusting" as the Elder Scrolls games are.
I do have a problem with the very fundamental concept of these systems, though... automating your game balancing requires that the dungeons are designed generically to cover all different player skill levels. It requires that enemies are also designed generically, so that you can have a Level 4 Imp and a Level 87 Imp... the player can't rely on past experience to devise their strategy. Basically, it makes you play the game minute-to-minute, dungeon-to-dungeon, instead of a consistent and interconnected world.
Here's what I'd like to see more of in an open-RPG:
- The regularly traveled path is populated with easy monsters and the occasional inexperienced bandit. An experienced adventurer will have no trouble traveling these roads.
- The less often traveled roads will sometimes have a harder monster or more experienced bandits.
- The dungeons are predesigned with enemies, and various hints (or maybe a "guide" character) will let you know when a place is really dangerous.
- The game auto-saves when you enter a dungeon, so if you get pwned by a Lvl 99 Dragon you will respawn at the entrance without penalty.
- Going into dungeons actually has a
purpose. More on this next.
Why should the player want to go into a dungeon? I think the answer to this is the big deciding factor as to what kind of RPG game designer you are. I'm curious where people would rate themselves.
The Storyteller would say that the player was sent there on a quest.
Pros: It gives the player a sense of
purpose, makes it feel more real.
Cons: Any decent quest requires extensive content/writing. For many people a resolved storyline isn't enough of a reward.
Examples: Pre-XII Final Fantasy, Dragon Quest
The Gameplay Purist would say that they only care to explore a dungeon if it's intricately designed and gameplay focused.
Pros: A smaller number of dungeons will satisfy this gamer, leading to shorter games.
Cons: Shorter games (is this a con?). Dungeons are significantly harder to design. Gameplay balancing is critical.
Examples: Zelda, Deus Ex
The Grindmonkey would say that the player went there to level and find loot.
Pros: This stuff is really easy to generate randomly, and automate balancing. It appeals to our consumer instinct. Hardcore players will grind for hours just to find that one jewel that finishes their collection.
Cons: Repetition, repetition, repetition! Everything starts to feel the same, just the same old grind.
Examples: Diablo II, FFXII
The Explorer would say that exploring the dungeon is a reward in itself.
Pros: You can churn out crazy amounts of content, because you don't have to worry at all about gameplay balancing.
Cons: Dungeon after dungeon with minimal rewards becomes disheartening to the player who is looking for something more.
Examples: Elder Scrolls
I would say I'm pretty far along the "Gameplay Purist" side, so far that I think exploring one dungeon should have a direct effect on your experience in other dungeons. Zelda does this in a linear fashion by giving you a gadget that gives you access to new places, such as the hookshot or the gloves. However, I'd like to see this same design strategy used in a non-linear game, so a person can complete dungeons in any order, using different strategies based on what items/skills you have found in previous dungeons.
Quote:What would you rate ff12 for its replay value?
Well, I'm 130 hours into my second playthrough, and only have three "secret" bosses (Zodiark, Yiazmat, and Omega Mark XII) left, plus about 40 rare game to find. And I'm still loving it. I need to call it quits at some point though... it's been almost half a year now and I need to finally say goodbye. Plus, Rogue Galaxy has been calling...