But -1 again for the fact that his use of it is exactly the opposite of what it means.OP's example was a little weird - XC (remake) Expert mode gives you complete control over your parties level, so it's up to you to make the final encounter a challenging (or a pushover) battle whichever you feel like. I'm playing the same game now, and I feel it's a perfect solution.
+ 1 for use of 'ludonarrative dissonance'
That's literally video games though? Doing the same stuff over and over but with different window dressing. Every FPS has your shooting the same bad guys or demon throughout the game, sometimes maybe they have a shield or something, but you're still doing the same shit constantly throughout every single video game.You make a great point really. Not saying levels and battles shouldn't exist but a lot of time in rpgs is spent doing the same stuff over and over.
I'm pretty glad it's not, as it's extremely exploitable and leads to a lot unfun degenerate play.
In games where XP is limited to quests, exploration, and combat encounters, that means you are pushed to keep engaging with those in order to progress. It's a positive feedback loop where you have to do quests to get stronger and getting stronger unlocks more quests to do, which is to the benefit of the game assuming the quests are good.
In Elder Scrolls frequently doing quests is one of the less efficient uses of your time if you want to level up. Why sneak through a dungeon past a bunch of Draugr to get half a Sneak level when you can crouch behind an immortal NPC and stab them with a dagger for 20 minutes to gain 10 levels? Why slowly work your way up the smithing ladder to make better gear when the best XP/hour is spamming hundreds and hundreds of iron daggers? And they removed the Athletics and Acrobatics stuff in Skyrim, but before that it was the silliest of all, where you leveled up interminably slowly unless you a)jumped constantly everywhere you walked or b) found a room with a very low ceiling and just spammed the jump button for an hour to grind.
That's compounded with the way individual skill level ups contribute to your overall character level too. In Oblivion you level up after 10 skill levels, regardless of what they are, and enemies scale to your level. That means for every Mercantile and Smithing level you gain, enemies get (on average) 1/10th of a level stronger while your combat prowess is completely unchanged. That's why unless you've extensively planned out how to minmax the game Oblivion generally gets harder and harder over time and most fans recommend slowly lowering the difficulty as you level up.
I definitely understand feeling that way, but my in my experience I get a lot of fun out of strategizing and trying to figure out the best way to progress. For example I'm a big fan of the SMT games which expect you to come up with the most broken combinations of buffs and debuffs and weaknesses and exploits you can find and are balanced around people doing that. Another obvious example (which I have a creeping suspicion you like) are the Souls games, which have tons of unique and clever ways to approach problems and allow for tons of player expression without ever fully losing the core of the experience. Then, turning around and going back to Skyrim suddenly if I play my preferred way the game devolves into a terrible slog and I have to purposefully hold back to not make it trivially easy and boring.I hear you, but if people are out to exploit games, then they only have themselves to blame. The more you try to build systems that resist exploitation, the more you restrict player freedom. Skyrim is wide open to exploits, but it's also wide open to role playing and that's the trade off. If someone wants to jump up and down on the spot for an hour to max out their athletics, then I guess good for them, I hope it doesn't ruin things for them, but I'd rather programmers spend time building cool experiences rather than chasing exploits (at least in single player games).
When playing optimally breaks the game, that puts the onus on the player to constantly resist playing too well and ruining their own experience — basically asking them to design the game for themselves.
I think this comes down to whether you're invested in role playing or not. Within any sufficiently complex system, there is likely to be an optimal path that is degenerate. I think Souls games (and action games in general) can be more focused in that regard because all the system are just supporting combat. In more story driven games, I think it's important for there to be other rewards such as narrative / story elements that you might not see if you play in a degenerate way. Obviously Skyrim so open-ended that you can pretty much get away with anything though.I definitely understand feeling that way, but my in my experience I get a lot of fun out of strategizing and trying to figure out the best way to progress. For example I'm a big fan of the SMT games which expect you to come up with the most broken combinations of buffs and debuffs and weaknesses and exploits you can find and are balanced around people doing that. Another obvious example (which I have a creeping suspicion you like) are the Souls games, which have tons of unique and clever ways to approach problems and allow for tons of player expression without ever fully losing the core of the experience. Then, turning around and going back to Skyrim suddenly if I play my preferred way the game devolves into a terrible slog and I have to purposefully hold back to not make it trivially easy and boring.
Basically I get the most fun out of RPGs when I'm allowed to go all out and the systems push back in a satisfying and challenging ways. When playing optimally breaks the game, that puts the onus on the player to constantly resist playing too well and ruining their own experience — basically asking them to design the game for themselves.
Fuck this thread and its shitty title.
That said, there are other systems missing in the survey that I would vote for, like Deus Ex / Fallout style perks and skill trees, which are my favorite.
Or what the poster above me said, damnit
Bah, I'm half-kidding, but this is obviously bait, so I bityou know, there was a time where when you didn't like things you would just ignore them and focused your attention on what you liked, instead of wishing they didn't exist.
I don't agree with OP either, but you need to calm down lol.
I sort of agree in a way, but my counterargument would be if modern BGS is going to throw up their hands and let people break the game if they want, they don't do it enough. Like Morrowind is even more broken and exploitable in Skyrim, but breaking the game there is actually tons of fun since it requires no grinding and leads to you gaining the ability to jump over mountains or fly over any obstacle or turn completely invisible and wreak havoc on a small town of completely clueless NPCs who have no idea what's happening. Plus, you put it at odds with role-playing, but the lore of Morrowind is such that breaking the game with magic like that is entirely justified in universe, and is in fact how certain gods in the pantheon rose to god status.I think this comes down to whether you're invested in role playing or not. Within any sufficiently complex system, there is likely to be an optimal path that is degenerate. I think Souls games (and action games in general) can be more focused in that regard because all the system are just supporting combat. In more story driven games, I think it's important for there to be other rewards such as narrative / story elements that you might not see if you play in a degenerate way. Obviously Skyrim so open-ended that you can pretty much get away with anything though.
I definitely am generally not a fan of level scaling either, at least when not done extremely conservatively.Exactly. I don't want to be in charge of determining how difficult the game should be at each point. That's what game design is all about; the developers should design encounters to be as difficult as they need to be at every point in the game.
Also, if you're going to scale the world's levels with the player's levels, why have levels at all? Developers clearly have an expectation that players should be level 15 at this stage, 45 at that stage, to face off against level 15 and 45 enemies. If you're always supposed to be the same level as the enemy, levels aren't adding much to the game really.
This I absolutely agree with about Bethesda games. It would be better if they leaned more into the meta stuff that made Morrowind lore so great!I sort of agree in a way, but my counterargument would be if modern BGS is going to throw up their hands and let people break the game if they want, they don't do it enough. Like Morrowind is even more broken and exploitable in Skyrim, but breaking the game there is actually tons of fun since it requires no grinding and leads to you gaining the ability to jump over mountains or fly over any obstacle or turn completely invisible and wreak havoc on a small town of completely clueless NPCs who have no idea what's happening. Plus, you put it at odds with role-playing, but the lore of Morrowind is such that breaking the game with magic like that is entirely justified in universe, and is in fact how certain gods in the pantheon rose to god status.
So that's why Skyrim is sort of the unfortunate middle ground. It's not balanced enough to make strategizing and minmaxing satisfying, but it's not sandbox-y enough to make shattering reality through the sheer force of your character's will fun or engaging.
This, millions of people enjoy this game design so I really don't care if you think it's outdated or whatever OP.Honestly, I read a thread title this obnoxious and I'm not gonna read the OP by default, don't care how well thought out it is. Cut the clickbait shit. I'm so sick of 'xyz is bad game design and shouldn't exist because I, the ultimate master of video games, know better than the entirety of game developers out there' thread titles in general.
It's an inflammatory title but the measure of whether a design is elegant and parsimonious probably should have no relation to whether people enjoy it. People love literal slot machines. That is not a reason to just say shut up we can't talk about this.This, millions of people enjoy this game design so I really don't care if you think it's outdated or whatever OP.
However, for every RPG i have played over the course of my life, I have liked it not *because* it was an RPG, but *despite* it being an RPG. I love the stories, characters, art direction, exploration, meaningful choices, customization, and combat systems that games in the genre offer. I love the sense of exploring a living, breathing foreign world, with its own history, rules, and personalities.
But in order to experience all those elements, I have to tolerate the boredom and the ludonarrative dissonance that comes with the awful idea that there will be certain enemies I cannot defeat, not because my reflexes aren't sharp enough, nor because my battle strategy is substandard, but because my *level* is not high enough. There's nothing more disappointing, more immersion-breaking, than being faced with an enemy that's level 20, and you *know* you're skilled enough to beat it or at least try, but you can't just yet because you're level 10, so the game requires you to mindlessly defeat dozens of random enemies for minutes (or hours) so you can raise your level and face your enemy.
Is this fun? No. Does it teach the player anything? Also no, in the vast majority of the cases you are not really honing your skills (strategic prowess for turn-based RPGs and dexterity for action RPGs) while leveling up. Does it make sense in-universe? Absolutely not. This tiny rabbit shouldn't ever be more difficult to defeat than that huge dragon, but because of the way games lay out their progression, it frequently ends up being the case that the rabbit might be level 40 so it's much more difficult to defeat than that level 20 dragon you defeated in a boss battle a few hours ago.
Yet, so many of the greatest games of today and yesterday insist on basing themselves completely around the idea of defeating enemies, with no challenge, to increase your stats before you can face other enemies. This needs to stop. We need to ban leveling up from games. Let's free RPGs, which are some of the greatest games ever, to become even better by freeing them of the experience points to level up paradigm.
When the title of the thread says the game design shouldn't exist any more, there is no conversation to be had beyond agreeing or disagreeing. Millions disagree, and my thoughts on the matter end there.It's an inflammatory title but the measure of whether a design is elegant and parsimonious probably should have no relation to whether people enjoy it. People love literal slot machines. That is not a reason to just say shut up we can't talk about this.
It becomes more of an academic and abstract level of criticism which games doesn't have too often. But I think it's interesting! You can still go play the games it's not going to hurt your identity to critique the mechanical design
You still haven't answered the fundamental question about levels in RPGs: if you don't have character levels or stats, how do you represent the progression of the player character? That's a fundamental part of the genre that makes them distinct from skill based action games.
There has to be some kind of representation of the player character, otherwise you're not playing a role - you are just controling an avatar.
But that's just power increase via another means. It's fundamentally still the same underlying mechanic - the numbers are getting bigger to represent an increase in character power. That's not the same as performance being dictated via player skill, which is what the OP was originally asking for.We already have the answer to this, though. If you don't have levels you just differentiate through abilities, gear, and well, anything really. You can show how much a character has progressed in any number of ways. You can give this stuff to the player in any number of ways as well. Via story milestones, sold through shops, given as quest rewards, found in the world, etc. This can work for both action games and turn-based games and anything in between.
Filling bars and going from level 3 to 4 is fine, and it's fine to enjoy it. Many do. And it's probably used so often for that very reason, but it isn't an inherently fundamental and immutable aspect of character progression, even in an RPG.
But that's just power increase via another means. It's fundamentally still the same underlying mechanic - the numbers are getting bigger to represent an increase in character power. That's not the same as performance being dictated via player skill, which is what the OP was originally asking for.
What you are asking for isn't even consistent with the rules of the fictional world you are saying has 'ludonarrative dissonance'. The pokemon series (all conceptions of it in media, not just games) has Pokemon that are not evolved being able to defeat bigger, more evolved pokemon through having more experience, a more competent trainer, a better strategy that takes advantage of their type differences, small size, or speed or agility. Even in the games evolution is a tradeoff due to non-evolved pokemon learning moves earlier than evolved pokemon, or sometimes having different movelists/types than their evolved forms.I agree with you. I like stats, stats are good. But they should match up with the visual representation you're seeing in the game. All I want is for every boss to have higher stats than every random enemy, and that for enemies that look the same to have the same.
Pokémon is a good example. A lvl 100 Charmander should not be stronger than a lvl 32 Charizard. It just shouldn't. Every Charizard has to be stronger than Charmander, the thing looks intimidating. The stats need to match the sprites.
But you already have games that incorporate that.OP has a point. Level up is a poor and artificial way of simulating enhanced skills.
The problem is: how can you incorporate the skill progress into a game mechanic?
I think it is still possible to use the level, but they could be better incorporated into the gameplay.
For example, a system where heavy weapons make you slow at first, but the more you use them the better you get at moving with them.
An ability fails at first, but the more you use, the better the hit/fail ratio.
All of this would make the stats better up to a limit, and after that is your own ability as a player that makes you better.