I see. Of course, those games don't really remove levels so much as divide them up among the various abilities and skills. So it's still the same thing, just more complicated.LimaBravo said:Traveller, Call of Cthulthu, Star Wars, etc etc etcthe antithesis said:The 80's? Really? Which games?LimaBravo said:How about RPGs without levels. PnP RPGs have had that concept since the 80's why are CRPGs still so very far behind ?
Edit:- Im pretty sure WFRP was around then as well. GURPS as well & likely HERO system that might be a touch early though. Oh and Stormbringer and Judge Dredd![]()
I hate to throw in a bit of thought here, but if I recall, most RPG's don't allow you to level as a naked fist fighter. Part of these games battle requirements is earning better gear, typically found as monster drops. Most characters don't do so well with a wooden sword and cloth armor(if they are warriors), so it is important to level your equipment along with your character levels.the antithesis said:That kind of defeats the purpose of leveling up, doesn't it? What is the point of leveling up if the obstacles level up with you?tharwen said:Unless the monsters became proportionally harder to defeat, which I think most games without a level cap do.101194 said:IF there was no level cap, Then you'd continue leveling until the game would prevent you from leveling any farther, Ever the best monsters would be easiest for you.
I think that lag idea would be a bit complicated to implement.tharwen said:Some of the monsters have a lower bound on their levels, and perhaps there's a slight level lag between you being able to kill them and them starting to catch up with you. Also, you get more abilities when you level up, which is a huge incentive.
tologna said:well, yeah, but that usually sucks.Orcus_35 said:unless they would adapt and have similar levels than yours101194 said:IF there was no level cap, Then you'd continue leveling until the game would prevent you from leveling any farther, Ever the best monsters would be easiest for you.
As said earlier, there are two distinct things that get lumped together in leveling up. One is gaining new abilities, the other is improving existing abilities. Whether it's equipment, the character itself, or anything else, it still boils down to these two basic effects. New equipment can mean new abilities, but often it just means hitting someone with a sword better.muffincakes said:To sum it all up: The purpose of leveling is to be able to get better equipment, not to get inhuman base stats. It is the equipment that gives you power instead of your character level.
I can't think of many games from the 80s that eschewed power advancement altogether, mostly because I don't play those games. Because games were still overwhelmingly focused on modeling characters in terms of competency, it's not really surprising that most designers felt they needed some kind of advancement mechanic; there are more examples of games that don't do that around now.the antithesis said:I see. Of course, those games don't really remove levels so much as divide them up among the various abilities and skills. So it's still the same thing, just more complicated.LimaBravo said:Traveller, Call of Cthulthu, Star Wars, etc etc etcthe antithesis said:The 80's? Really? Which games?LimaBravo said:How about RPGs without levels. PnP RPGs have had that concept since the 80's why are CRPGs still so very far behind ?
Edit:- Im pretty sure WFRP was around then as well. GURPS as well & likely HERO system that might be a touch early though. Oh and Stormbringer and Judge Dredd![]()
That is a magnificent expression of your opinion.LimaBravo said:Except of course it increases immersion, is more realistic, allows for role playing as opposed to class playing (a subtle but large issue). It also allows players to see and and result of their choices & their preferences growing their character rather than an artificial leap in ability every 15 minutes. Things like hit points the primary reason for levels are implicitly detrimental to any role playing experience.
Most skill based systems actually lack any trace of 'levelling' particularly CoC's method which scales appropriately to the REAL WORLD.
Who wants to play a hero who at the begining of the adventure gets killed as easily by a rabbit as by a balrog a few days later? Look at D&D based games, players start with 4-12 hit points & a few days of play later have 120-360 ? This is comparable to a real world example how ?
Hey guys I can be killed by a single sword blow but give me some time to go squash rats & then I can take 30 ??????
How is wide leaps of ability related to opening a box or finding a door ? It isnt these mechanisms are artificial for children to measure their own advancement in some pathetic penis measuring scale. They are constructs from an artform that abandoned them 30 years ago.
Can you name some of these newer games?Alex_P said:I can't think of many games from the 80s that eschewed power advancement altogether, mostly because I don't play those games. Because games were still overwhelmingly focused on modeling characters in terms of competency, it's not really surprising that most designers felt they needed some kind of advancement mechanic; there are more examples of games that don't do that around now.
You are arguing for argument's sake, you are trying analyse a gaming experience for other people, a game only needs to be fun, that isn't shallow it is a simple thing because that is all it needs to be. I enjoy it because there is a part of me that feels pleasure when I do it, I don't feel anything beyond that, why do I need to? Because it's fun may say everything, we are discussing something subjective, unquantifiable. I have a real life outside of games, we don't need to over think this.the antithesis said:I am asking for something deeper than "fun." That is a shallow answer. What we need is to look at leveling up objectively and recognize what it is, what it does, and how it effects gameplay. Then we can examine it with greater clarity. So what does leveling up actually do?Jenova65 said:And levelling up clearly brings 'something', since many people enjoy it I guess for those of us who do enjoy it, what it ''brings to the table'', is fun.
(NOTE: and since you've already repeated the point, I'll say that I don't care that many people enjoy it. That is without substance. I am more interested in why they enjoy it and "because it's fun" says nothing)
101194 said:IF there was no level cap, Then you'd continue leveling until the game would prevent you from leveling any farther, Ever the best monsters would be easiest for you.
Will do!the antithesis said:Can you name some of these newer games?