tuluse
Arcane
- Joined
- Jul 20, 2008
- Messages
- 11,400
I think you're right actually. I find it strange how RPGs and their players like the reverse power curve (basically every RPG ever made is hardest at the beginning and get easier).My apologies, I am an idiot who cannot into reading comprehension.
To my defense, I think I simply failed to accept the idea of rewarding players for dying, and assumed it was a different way of saying "kill streak".
For the record, everything I've said about rewarding the player for good performance by making the game easier for them only applies to action games. It's an opinion I've come to after mostly playing bullet hell shmups for the past half a year, as well, so it's likely not true for RPGs or competitive multiplayer FPS, or what have you.
I think the "reward" for skilled play in an RPG should be progressing to harder and more rewarding challenges sooner, while the punishment for poor play should be something like an enforced grind to get your characters stronger to overcome the challenges in front of you.
Not an rpg, but Uplink does this. Beating missions gives you reputation which allows you to take on higher paying, but more difficult jobs. If you are struggling to complete jobs, then you are basically forced to stay at the current level while you figure it out and you will probably earn more money to buy more gear to make jobs easier as well.