Yes but Prototype's fun lies in your constant progression until you're basically a God, this would be the exact opposite.Moffman said:I can see your points but I disagree, purely because when Prototype takes away all your powers I became really bored of the game![]()
I was going to mention Frozen throne. Ninja.Who Dares Wins said:Warcraft 3: Frozen Throne had Arthas level down and it was amusing since the last few levels required you to play as him alone with no armies. Also the concept of leveling backwards is good as long as there is no extreme, newbs aren't godlike and "pros" aren't frail little men that a squirrel could kill, but the starting level is the upper-middle styled level, and the first one still has you kicking ass but not through DPS and raw strength.
That is why most stories are more interested in the hero's rise instead of its dawn. Even experienced game designers like Kojima has difficulty trying to reflect that, since games like MGS 4 doesn't show his character becoming any less skilled and are able to perform incredible feats while he was about to throw up his own lumbs 10 minute earlier...FactorySlave said:I think you aren't really looking at it the right way, but instead of writing an essay I'll try to keep it fairly simple:hermes200 said:I will give you props for trying, but I don't think that system would work. Thinking outside of the box, while appreciated, doesn't mean thinking backwards.
At the beginning of the game, many examples give you all your powers to test and play, but its a tease, a carrot on a stick to keep you going, since you know you eventually will get as strong as that, or even more. To revert that mechanism would discourage people to keep playing, since they know they will progress from Superman to Jimmy Olsen.
The idea of a hero's journey is that the main character grows during its adventure, learns more skills and became more confident. The player is not overwhelmed with 1.000 spells and its variations, instead he/she plays with them and decide which ones he likes or likes to try better as he uses them. Your idea might work on some stage (maybe depower the hero before his battle with the final boss, or the Bioshock level where you loose all your upgrades one by one), but as an entire game concept its hard to sell the idea of "you are like Luke Skywalker... you start as a jedi and end up as a farmer"
Besides, I hope its not meant to handle the difficulty automatically. For starters, that is far a temptation for developers to keep using the same enemies... after all, a rat would be a little nuance at the beginning, but a veritable challenge near the end. For you to create bigger challenges, you don't need to think of harder obstacles, just throw the same obstacle you throw the last 10 hours and let the stats system work itself out.
Finally, the problem is that it restricts the options a player have to play the game. If you like to play as a stealthy, melee character, it might work on easier enemies (early in the game), but it won't work as you progress through the game. That means you can either experiment with the game, under the idea that you might have to replay large sections of the game if you get stuck in a place of the trimmed tree where you can't face the challenges ahead, or forget about playing the character you want, instead use a guide to see which character class is more useful and less likely to get stucked. If you put all the options on the player and a timer to lose them, you give them a sense of urgency and force them to play with guides, because they won't know how "less powerful" a weapon will became and how much that will that affect them.
One: Time makes fools of us all, even Luke Skywalker as a master jedi will age and become less skilled as his prime passes, sure he will always be fairly skilled, but never as much as before and others will have the potential to be more skilled.
However Skywalker will have the skill of "experience," someone whose survived 1000 duels will most likely beat someone whose only survived through 100, even if the one whose beaten only 100 is more technically skilled.
True, but while most of those things can be told through dialog or cutscenes, character growth in terms of skills are reflected through gameplay.FactorySlave said:Two: Character Growth isn't just reflected in skill. Character growth is also reflected in their outlook, their personality, their intelligence, understanding etc. It's qutie possible for this type of story to present a strong character arc with a compelling narrative.
Maybe. If someone would have told me 15 years ago that RPG elements would be the standard in FPS, I would have laughed. I am not closed to new ideas, but they have to prove themselves. I am not open to new ideas just because they are new, either. Some things only work on paper...FactorySlave said:I think you're being a bit too close minded, and attempting to push your idea of what a hero is or has to be into a neat little box. This type of idea doesn't even need to be restricted to say a "medieval" setting. It's conceivable to imagine it in a FPS, where as time passes, you get hurt more, you get a little slower, you ability to aim suffers, maybe you can't use as many big guns, or certain kinds of guns (i.e. guns with the kind of recoil that can break your shoulder if they aren't handled properly by a suitiably strong person), the game doesn't become unplayable, nor does it mean enemies can't still have an upward difficulty curve. You just start having to approach problems differently, and show your increased skill in aiming despite setbacks and so on.
I honestly think this is one of the biggest design fallacies in existence. Especially as it relates to RPG elements.Yahtzee Croshaw said:...which is failed design because games are supposed to have escalating difficulty curves.
Well, depending on the setting, old age works too. Sort of.Odgical said:What a silly idea. I see where you're coming from, but people like to build characters up, not see them get worse and worse. Even from a lore point of view it'd be hard in most games to justify losing abilities over time.
You could lose armour, though. That would retain the skills you have, make the game harder and you could even gain more skills to compensate for loss of said armour. And it'd make sense, too, because armour does break down over time.