St. Toxic
Arcane
How about just remove levels and skills eh, and make it a Rune type of game, getting by only on actual opponent difficulty? Because that's what scaling does to a game.
How about just remove levels and skills eh, and make it a Rune type of game, getting by only on actual opponent difficulty? Because that's what scaling does to a game.
If scaling actually did that, it would be perfect.
In oblivious, monsters/animals scale at a faster rate than humanoids.
I've maintained for some time that character progression is an enemy of gameplay
but so many people enjoy it for its own sake that there seems to be no hope of it going away, whole genres of games have developed just to provide level progression (MMOs, diablo, dungeon siege).
No, that's what Oblivion style scaling does to a game. Scaling can be used in many ways, it can have limits, be used on only a subset of enemies (and loot) follow various mathematical models, can work through mod stat change or mod replacement etc. It's a very versatile concept, and in most games people don't even notice it (see the NWN example above). If used well, it can help to fine-tune gameplay, simulating what a good DM does. Only if you level (almost) everything, as Oblivion does what you say becomes true. Case in point: all the Oblivion mods that effectively eliminate that problem from the game still make extensive use of leveling - they merely change the way it works.St. Toxic said:How about just remove levels and skills eh, and make it a Rune type of game, getting by only on actual opponent difficulty? Because that's what scaling does to a game.
No, it'd be retarded. If you have skills and levels they need to be of some use, which scaling has a way of crippling, and if you don't have skills or levels, you have no need for scaling.
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In oblivious, monsters/animals scale at a faster rate than humanoids.
No, they scale by your level rate, and I personally gained 15 levels on speechcraft alone ( I coarsed people out of their dinners ), something that didn't add to my overall combat ability.
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I've maintained for some time that character progression is an enemy of gameplay
I don't see how.
Don't forget the early arcade era mungo, with all the highscore mumbo jumbo. You need some kind of reward for playing through a game, and that's that.
Crichton said:The use of levels can spread out exposure to the content (like allowing access to higher level spells as the game progresses) the same way other genres do (an FPS doesn't hand out all the weapons at the beginning).
Crichton said:But over the course of those 15 levels, your humanoid enemies gained ~15 levels of combat ability, what would you estimate the animals gained going from wolves to timber wolves to mountain lions? 20? 25? By the end game my fist-fighter was more than a match for any humanoid but hopeless against bears, the animals were gaining power faster, hence scaling faster.
Crichton said:In addition to all the balance issues it introduces (game designers have to account not only for different types of character but different scales of character), it presents a constant easy-out solution to any problem, go kill some rats and get a stronger/faster/smarter/better character.
Crichton said:Why? The most popular games out there are sports games and FPSs that don't "reward" the player since they're mostly played as one-off levels.
Crichton said:If the game is worth spending $50 bucks on, shouldn't the gameplay be its own reward?
Crichton said:If it isn't, how many people that don't post on RPGcodex or play MMOs get a chubby knowing that they have a level X character?
Azarkon said:I'll load up WoW when I want to revel in how powerful my character is and become even stronger hurhurhur.