The levelling systems in games are there to reflect our characters growth. The player is rewarded for meeting challenges and becomes stronger for it, alongside the unfolding story and increasing challenges being presented. It's a tough balancing act but when done right is quite sublime.
Examples of great systems:
Neverwinter Nights 1/2 - The D&D 3.5ed ruleset is masterfully polished and balanced and the levelling system works brilliantly. We have the ability to play almost any conceivable character thanks to multi-classing and main things such as health/BAB/Saving throws and defenses go up irrespective of what class we choose. A lvl 20 wizard will have great spellcasting ability but be frail in combat alongside a warrior or monk...as it should be.
DE: Human Revolution - Despite the fact that by game's end we had enough praxis kits to more or less have all available upgrades, the availability and effect of getting a kit was satisfying, immediate and noticible. As soon as one gets the strength perk, Jensen can throw vending machines around like empty boxes. Upgrading the cloak, hacking abilities, recoil reduction or damage protection had tangible effects that enhanced the gameplay and opened up new tactical choices.
Prince of Persia: Sands of time - Why is an adventure game in the list? Because it deserves to be, that's why. Throughout the game we found sand clouds that increased the daggers potential. There were the extra-dimensional fountains that boosted health and the increasingly powerful swords to find too. The Prince grew as we adventured on, he became better at doing what he did, even as his clothes started disappearing! Finding each upgrade was immensely satisfying and, while not felt immediately, over time the changes became apparent.
Skyrim was quite good, though nothing spectacular. Seperate skills and perks worked I suppose but the best thing I will say about it is that it improved over previous TES games without necessarily changing a great deal. It was the balancing act that Bethesda nailed in Skyrim. The downside is that it's conceivable for a player to early in the game, max out blacksmithing and enchanting for example. Now, while this does offer obvious, tangible benefits, it also means that the player will be *minimum* lvl 40/41. With enemy scaling (albeit better than Oblivion) this means that the player would face lvl 40 enemies despite having lvl 10 combat related skills. (At least there are followers).
Examples of great systems:
Neverwinter Nights 1/2 - The D&D 3.5ed ruleset is masterfully polished and balanced and the levelling system works brilliantly. We have the ability to play almost any conceivable character thanks to multi-classing and main things such as health/BAB/Saving throws and defenses go up irrespective of what class we choose. A lvl 20 wizard will have great spellcasting ability but be frail in combat alongside a warrior or monk...as it should be.
DE: Human Revolution - Despite the fact that by game's end we had enough praxis kits to more or less have all available upgrades, the availability and effect of getting a kit was satisfying, immediate and noticible. As soon as one gets the strength perk, Jensen can throw vending machines around like empty boxes. Upgrading the cloak, hacking abilities, recoil reduction or damage protection had tangible effects that enhanced the gameplay and opened up new tactical choices.
Prince of Persia: Sands of time - Why is an adventure game in the list? Because it deserves to be, that's why. Throughout the game we found sand clouds that increased the daggers potential. There were the extra-dimensional fountains that boosted health and the increasingly powerful swords to find too. The Prince grew as we adventured on, he became better at doing what he did, even as his clothes started disappearing! Finding each upgrade was immensely satisfying and, while not felt immediately, over time the changes became apparent.
Skyrim was quite good, though nothing spectacular. Seperate skills and perks worked I suppose but the best thing I will say about it is that it improved over previous TES games without necessarily changing a great deal. It was the balancing act that Bethesda nailed in Skyrim. The downside is that it's conceivable for a player to early in the game, max out blacksmithing and enchanting for example. Now, while this does offer obvious, tangible benefits, it also means that the player will be *minimum* lvl 40/41. With enemy scaling (albeit better than Oblivion) this means that the player would face lvl 40 enemies despite having lvl 10 combat related skills. (At least there are followers).