Reminds me of Extra Credits "playing like a designer" videos.Now, at first glance, this idea seemed completely indefensible, even to me. "Make the player stronger as they proceed" is part 1 of lesson 1 of game design 101. What possible motivation would the player have to keep playing if they're just going to get weaker? Traditionally one keeps a game interesting by routinely adding new gameplay features, not taking them away. But we can only break free of a dreary cycle of churned-out me-toos by taking a step back and completely reassessing. And the more I think about it, the more levelling backwards makes sense.
This is what I was thinking. An action game or FPS could use this better for multiplayer than an MMORPG. Maybe if there was a way to take one option and still be as powerful as the newbies in that category. Example: You would start off as a beefed up jack-of-all-trades. As you level down you might lose your abilities as a mage, then as a thief, then as a healer until you're left with a pure warrior. You could still match the newbies as a warrior, but if they brought magic to the fight you might be screwed.tomtom94 said:I like the idea to an extent, I think it could certainly work. I think it would suit an action-oriented game like Devil May Cry where defeating enemies is dependent on your skills and reactions, maybe more so than a turn-based and/or strategic game like most RPGs are these days.
Which is why, from a narrative standpoint, this works beautifully as a concept. You can see the whole game as a metaphor for growing old and dying, for being past your prime, and yet still trying to make a difference in the world. You go from a true superman to an individual weak but wise. Again, this would be a very sad game, but I think in that sense incredibly moving, which is something we need in games.vxicepickxv said:I think we all do this. I'm pretty sure it's called aging.