GrizzlerBorno said:
As a concept for a Single Player game, this is kinda interesting though, imo, kinda gimmicky.
Playing Fallout 3, I'll disagree with the 'gimmicky' statement.
Let me explicate. When I started off from the lower levels, every decision I made had an appreciable effect on the outcome of my battles, NPC interactions, etc. Because resources were so scarce, I had to decide whether taking on a certain group of raiders was commendable; and even if they could be defeated, I had to consider whether it was worth the effort considering scarcity, for example whether I should use the long range rifle since I was short on 5.56mm ammo while the raiders were mostly armed with 10mm. Getting shot would cost me expensive Stimpacks (didn't have a place to sleep yet) and degrade my armor, which would cost me further resources. Even in battles I had to hunt out vantage points to attack from, not to mention stealth.
The game had me thinking in terms of logistics, both in resource management and combat.
But later, with the reward mechanism at work (Tesla Armor, Laser Rifle, Plasma Rifle, around 1000 Microfusion Cells harvested from decapitated Enclave soldiers), the gameplay degraded for me. Every problem encountered simply met my chain-gun and a river of lead. The tension was no longer there, and neither was the challenge.
So it
does have the possibility to create an interesting gameplay mechanism, not to mention the aesthetic appeal of the narrative. Also, I would like to point at zjspeed's comment.
zjspeed said:
The reverse-leveling mechanic would be easier to implement as a linear single player or cooperative multiplayer game.
Explain and understand it simply as scarcity. Ammunition and other supplies become more and more rare and valuable as the story progresses.
I think Left 4 Dead does this on a small scale.
Your team starts a level with four healthy survivors loaded up with weapons, ammunition, and medical supplies.
During the sprint to the next safe house, you expend grenades, bullets, pills, first aid packs, health (mobility), and team members.
It wouldn't be hard to imagine a game using a similar mechanic over longer time scales.
But yeah, it wouldn't work in an MMORPG. MMO devs are too busy bleeding from the eyes from all the cocaine they're inhaling, courtesy to Skinner's Box.