Corbin Dallas Multipass
Learned
- Joined
- Aug 27, 2021
- Messages
- 698
Lol what?Consistent world or not, no RPG (computer or otherwise) starts with you being able to run into something that is way out of your league. That is the whole point. The second you start to control what players should run into at a particular point in the game, you have engaged in level scaling. Some games makes is blatant as hell (e.g., the aforementioned palette swapped creatures). Others try to disguise it with a whole bunch of different creatures with different abilities. DnD 3.x, for example, makes it very plain that this is a desirable thing: You should not overwhelm your players unless it is a special boss or you are out to punish them. That is what the entire CR system was supposed to do (that it fails to do so is not a reflection on the intent of the system).That is like putting a Daedra Lord right next to the interviewer in Morrowind and claiming the player should have known not to go there.
Consistent world design is not your strongest suite? Also why do you bring tutorial as example?
Daedra Lord has no place in Census Office, unless it's established the interviewer is master conjurer or Daedra worshipper.
Level scaling exists in all games, or tutorials would be murderfests.
Dragon Warrior: NES. Enemies had a fixed level and were based on location. If you walked to the cave with the dragon right after starting a new game, you get fucking killed by the dragon.
Final Fantasy 1: Enemies again based on location. This is why the peninsula of power leveling exists. Quite possible to get over your head.
That's a very common way to design things in RPGs or any game where the player character grows in power. Level scaling doesn't exist in all games, no matter how much you torture the definition.