That's what you said. But for now people have to go through beetles and other agressive wildlife spawning all around, and nobody can say for sure if it will really change or not, and how fun will it be.
Are we addicted to character progress, or something?
Yes? Because it adds options, as new enemies pop with new abilities, and the party should get too, to keep combat fresh and interesting.
I'd say it's the opposite way around.
All this sort of general progress adds is power inflation and opportunity to surmount obstacles via dumb level advantage, devaluing actual thinking and creative solutions and wreaking havoc on cohesive world design.
Vertical progression is naturally uninteresting and XP-based systems are naturally vertical.
Therefore it makes sense to limit vertical progression to what is necessary to make good storytelling.
Cross-posting some of my posts from the Obsidian forums. On the argument that quest-only XP "encourages players to avoid combat":
What sort of combat will it encourage players away from?
"Random encounters" and wilderness "trash mobs"? You can't uncover all of the fog of war and explore the entire map unless you've defeated all of those. This isn't a first person game, you can't "go around" if you really want to see everything. As I stated earlier, for many players, probably the majority of them, this alone will provide sufficient reason not to avoid that variety of combat.
Quest-related encounters? You will typically get XP for defeating those, if not immediately then at the end of your quest chain. You might say that this system incentivizes pacifist solutions to quests, but my impression is that in quests players usually role play, especially since this is an Obsidian game where some degree of long-term choice & consequence may be involved. Also, quest-related encounters usually come with interesting loot, providing another reason to choose the violent solution.
1. The point isn't to encourage players away from combat, the point is to stop encouraging them to specifically seek it. Lack of combat XP isn't some hippie anti-combat solution to character growth it's the one that is neutral as far as combat is concerned and doesn't try to push the player either way in regards to quest choices. This is what makes it *the* superior XP based system.
2. Again, hands off approach. The goal isn't to incentivize pacifism, it's to not disincintivize it with reward system that operates above and beyond the actual gameworld and could be seen as an indicator of what you're supposed to do. If the player decides to kill something motivated by material gains or tactical considerations, then so be it - they have actual, in universe reason to do so. Of course, this being Obsidian game I wouldn't be surprised if going for pacifist solution and forgoing some loot would open up quests with opportunities to get loot or other sorts of benefits later on.
Wait, can't you use stealth to explore without combat, asks the critic?
Well, with regard to stealth, I think people are overestimating the applicability of that. First of all, it's unlikely that your entire party will be stealth masters. Typically you're going to use stealth to bring one or two of your characters into a position before springing an ambush, or something like that.
More importantly, however, stealth is unreliable. What happens when one of your six stealthed party members fails a roll and suddenly that enemy you were stealthing by sees you and all hell breaks loose? It's not really safe to leave a living enemy behind, especially in a non-linear area where you're likely to pass by him several times as you wander about. I believe most players will dispatch all enemies and that bypassing all encounters using stealth will be reserved for so-called "gimmick playthroughs".
Scouting ahead with those party members who were stealth capable was definitely a viable tactics even in highly random BG1.
Even with a stub of a stealth system (like the one in BG) it didn't promote stealth failure to a total one, as you simply were forced into combat on less than optimal terms. OTOH since it didn't happen often, you were fighting less overall, which might be a fair trade off without combat XP even discounting specific quest solutions.
Also, leaving enemy behind is a risk, but OTOH engaging in dangerous, resource consuming combat that could be avoided isn't necessarily desirable, and nonlinear areas also give more opportunities to bypass hostiles completely if you scout ahead, without necessarily missing out on material or tactical advantages.
Then there might be organic-feeling in-universe consequences to killing hostiles or not. Sometimes keeping low profile pays off, sometimes someone can shift sides which means weakened (yay!) or pissed off (u mad?) enemy could become weakened or distrustful ally and therefore a disadvantage, etc.
If the game needs to be a skinner box to be fun, then it's not actually fun.
If side-quests aren't fun with no XP, then you can either play a different game where side-quests are fun, or you can skip the side-quests you don't find fun and find ones that are. You can just beeline straight for the main quest objectives if you don't like them.
I would love to see a flat progression RPG, don't test me.
Actually, why the fuck not?
If we have some sort of overarching storyline/main focus of the game (as opposed to the whole game effectively being about derping around in the wilderness for which any XP based system is ill suited) then shouldn't players decision to take a break from what they are supposed to be doing and go gather 20 bear asses be based strictly on the expected in-universe benefits of such action rather than universal reward currency? Maybe introduce some randomization and randomized timing to sidequests as well as opportunity cost, so that there is no clear trade off between content and loss of content either.
And I definitely wouldn't object to seeing RPG without statwise progression of any sorts. RPGs should be about distinct characters and in-game decisions, not incrementation.
These days even dudebro popamoles that
play have the ++ operator,
so any delusions regarding it being a core part of RPG experience should have long since waned.