RJ 17 said:
WeepingAngels said:
RJ 17 said:
Another reason is to keep you out of places you're not supposed to be yet. That's why there's such a phrase as being "underleveled" for a particular area. Conversely, it grants the player the satisfaction of over-leveling, allowing them to go back to the weaker areas and kill the fuck out of everything as though you're a mad god of destruction.
This sounds like a game without level scaling.
Depends on which form of level scaling we're talking about: the kind that keeps up with you so that the difficulty never changes or the kind that you keep up with so that the difficulty never changes.
Two different kinds of scaling, but in the end it's the same difficulty curve. The only difference is that one allows you to either fuck up and go somewhere you're not supposed to be or you can go bring down your wrath on all the poor lower level mobs.
I strongly prefer a game with a good autosave that allows you to explore and maybe run into an overpowered enemy (that you may be able to beat for high experience).
You mean like the second kind of scaling - zone based level scaling - that I previously mentioned?
And just to further clarify: it's a form of level scaling because as long as you're progressing through each zone in the proper order the difficulty never really changes until you either go back or skip ahead.
Level scaling as a term means the game will take the experience you gain and give anywhere from 50% to 100% of the gained experience to the all base enemies in the game so that you can continue having the same level of challenge no matter where you are. What you are talking about is level gates. Level gates are where each level, zone, ect is set to a particular level range while you are able to level as much or as little as you wish to before entering said zone.
That said, it is all semantics though, and you could easily apply the term level scaling to zone scaling since it is scaling something to something else using levels.
OP:
I agree with you. Imagine if a game like Dark Souls level scaled, there would (IMO) be no reason to have any enemies in the game save for a series of bosses and when you built your character you would select the weapons, spells, and armor you wanted to use for the entire game (so essentially an arena fighter). There are some good examples of level scaling out there, but they apply more to games that don't have a traditional leveling system in place, or the leveling system is limited in nature (I.E. as you level up you gain new active skills or spells, and while the skills are no more or less powerful than the spells you already had, they work in different ways and allow you to combine them tactically for greater effect, but you wouldn't gain any passives like health, strength, or speed).
The real reason that it exists though is because publishers (and to a lesser extent, developers) are lazy money hungry people who follow tested formulas that have sold well in the past. So when Oblivion became as big as it did, developers made the assumption that scaling like that is what everyone wants. Honestly I am tired of the leveling systems in video games period and just want for someone to do something fresh in AAA gaming.
My game idea is free to any publisher/developer out there that wishes to make it. I'll happily give them license to make it as long as they agree not to change the systems I have designed.
I want a game where you start out all powerful and slowly lose your powers as the game progresses. You would start out as 1 of 9 immortals on earth who are the last descendants of the gods. The powers that each immortal possesses is shared through a sort of hive power pool between all of the immortals (Note: in this case when I say immortal, you are able to die, but when an immortal dies their essence is placed into a random baby somewhere in the world and on their 21st birthday they regain their past memories and their powers). Your character is tired of life and wishes to die, but the only way this can happen is if all of the immortals die within 21 years of each other as there would be nothing left to tie the power pool to this universe, so on the child's 21st birthday, they would just continue living as a normal human with no memory of being god descendant or having powers.
As the game starts, you would have already tracked down the first immortal (the one with the power of teleportation) and have to fight him/her. Once you kill them, all of the immortals lose teleportation for the next 21 years including you. So you would have the hunt the other 7 that are scattered all around the world (though they are not that hard to track down since they always end up in positions of power). As you kill each one you become weaker and weaker and closer to death, just as the remaining immortals would... the difference being that they would all have private armies and security you would have to get past just to have the opportunity to kill them (plus the added difficulty of tracking them and the travel).
Now if it takes you too long to kill them all (because time would pass like it does on earth, only speed up for the purpose of the game), and 21 years passes the first one you killed would come back, and the remaining would gain back the power they lost (teleportation in the case of the first 21 years). Assuming you do continue on with the quest long enough to kill your 8 immortal siblings (and the last battle you would each only have 2 powers; regeneration and whatever the power of the immortal you saved for last was), you would have the choice to kill yourself and end the cycle, finally allowing mankind to follow its path without the interference it has dealt with for so long, or live out the rest of your life until your family starts regaining their powers.
If you happen to die at any time during the game, there are no save points, so you would have to wait (not as the player, this would just be a short cut scene) for your new body to have its 21st birthday (which would also mean that all of the other immortals are back alive again) to begin your quest anew. However, each time you die the game would get harder depending on how many of your kin you had managed to kill, as they would start working together to hunt you down and trap you in a kind of stasis prison (which would be game over and you have to start a new game) not to mention upping their security details. After about 4 of your deaths, your god-kin would start working together against the laws laid down by gods that passed you the powers in the first place meaning you might have to fight multiples at the same time.
I have a lot more to the idea, but that is the type of thing I am talking about when I say I want something new out of a leveling system. Especially when you think about the fact that video games are supposed to get harder the further you get into them, not easier like most leveling systems make it.