So out of all contemporary conventions in game design, perhaps the one that has such a wide spread of appeal or not would be various types of upgrading. Some games do it rather flawlessly and intuitively, like Red Dead: Redemption 2. You “level” by simply doing various things more often.
Others force one to ask what the hell were they thinking, like The Witcher 3. Why is Geralt, an elder “master” Witcher, forced to start at basically ground zero every game? Leveling up the same stats over and over, and starting with the same scrub weapons makes zero sense, and causes a huge narrative:gameplay disconnect for the player. They basically have to forget about playing any prior game; actually this is how I personally try to rationalize it, like Geralt having recurring amnesia or giving up “the life” after every game, hand-waving away the questionable design choice.
Furthermore there are games that use some combination of the two to good effect, like Kingdom Come: Deliverance. You level there simply by doing as well, but with added perks to choose from. The gameplay leveling also makes perfect narrative sense as Henry is literally a scrub at the start, and you the player have to physically learn everything. For instance you can’t start potion brewing or using a map until you learn how to read.
Then there are also a plethora of action/adventure type games that use more typical skill tree or flow chart styles of upgrades, with some varying levels of cleverness or not. Far too often though it seems they are there just to pad game “depth” along with length. Things like “unlocking” extra bullets, taking less damage, incremental increases in “speeds” of doing things, etc. It’s turned me away from more games than not, because it too often feels cheap, lazy and unnecessary.
But that’s just my opinion, and possibly a bit jaded by playing a lot of the same types of games for so long. Interested in hearing different opinions on upgrade systems. What games do you think handle them most effectively and why?
Others force one to ask what the hell were they thinking, like The Witcher 3. Why is Geralt, an elder “master” Witcher, forced to start at basically ground zero every game? Leveling up the same stats over and over, and starting with the same scrub weapons makes zero sense, and causes a huge narrative:gameplay disconnect for the player. They basically have to forget about playing any prior game; actually this is how I personally try to rationalize it, like Geralt having recurring amnesia or giving up “the life” after every game, hand-waving away the questionable design choice.
Furthermore there are games that use some combination of the two to good effect, like Kingdom Come: Deliverance. You level there simply by doing as well, but with added perks to choose from. The gameplay leveling also makes perfect narrative sense as Henry is literally a scrub at the start, and you the player have to physically learn everything. For instance you can’t start potion brewing or using a map until you learn how to read.
Then there are also a plethora of action/adventure type games that use more typical skill tree or flow chart styles of upgrades, with some varying levels of cleverness or not. Far too often though it seems they are there just to pad game “depth” along with length. Things like “unlocking” extra bullets, taking less damage, incremental increases in “speeds” of doing things, etc. It’s turned me away from more games than not, because it too often feels cheap, lazy and unnecessary.
But that’s just my opinion, and possibly a bit jaded by playing a lot of the same types of games for so long. Interested in hearing different opinions on upgrade systems. What games do you think handle them most effectively and why?