- Joined
- Dec 20, 2022
I want to sperg about "difficulty scaling." By that, I mean "how does a developer ensure their open world game remains challenging and fun as the player's stats improve?" There's two primary methods everyone has seen:
Level Scaling:
Random encounters get more difficult as the player levels up. So at level 1 you'll encounter brigands in tattered leather armor and rats or some shit while at level 100 you regularly encounter unobtanium-clad deathsquads riding dragons.
Pros: It ensures that, no matter where you are, you will always be faced with challenges theoretically appropriate to your skill level. It's a direct solution to the problem. "Player gets better; threats get harder."
Cons: It always feels unnatural/contrived, "why is everyone in the beginner's area suddenly dressed in adamantium?" It actively discourages specing into any non-combat skills lest you risk falling behind the difficulty curve. You don't really get much chance to "enjoy" being overpowered since everything gets overpowered with you.
Region Scaling:
Every region has a local difficulty which stays constant as you progress. You start our adventure in a nice, peaceful meadow where all the enemies do a pittance of damage while popping in two hits while your journey ends in the desolate hellscape where all the scary things live.
Pros: It definitely feels more natural, the world doesn't change just because you got more powerful. You potentially have more freedom to play around with unconventional builds. You get the opportunity to use your level 100 stats on level 1 enemies just to screw around if you feel like it.
Cons: It can discourage re-exploration of low-level areas; the world feels smaller when you don't feel the need to go to half of it. And doing this sort of scaling "well" can be a bit more mentally taxing as the developer needs to come up with ways to "lead" you to the right region for your level more organically than "You completed this mission, now go here" or else the entire plot can start to feel contrived.
An honorable mention can be made to Event Scaling where certain things the player does can increase global/local difficulty. Like you complete one side quest and now a rival faction is sending out troops to murder you or you progress the story and demons start to spawn everywhere. This can feel very organic and immersive, but comes with the risk of unwitting players basically fucking up their entire playthrough by doing the wrong mission too early and result in knowing players strategically avoiding certain quests because they know what's going to happen which can be immersion breaking.
Of course, these aren't mutually exclusive. Any combination can apply to a given game to varying degrees.
So what's best? Is there a scaling method I missed? How can the problems with each method be resolved? If you somehow found yourself seated at the table with some AAA game studio and were asked to solve "the difficulty question," what would you tell them? How much of a retarded faggot am I?
Level Scaling:
Random encounters get more difficult as the player levels up. So at level 1 you'll encounter brigands in tattered leather armor and rats or some shit while at level 100 you regularly encounter unobtanium-clad deathsquads riding dragons.
Pros: It ensures that, no matter where you are, you will always be faced with challenges theoretically appropriate to your skill level. It's a direct solution to the problem. "Player gets better; threats get harder."
Cons: It always feels unnatural/contrived, "why is everyone in the beginner's area suddenly dressed in adamantium?" It actively discourages specing into any non-combat skills lest you risk falling behind the difficulty curve. You don't really get much chance to "enjoy" being overpowered since everything gets overpowered with you.
Region Scaling:
Every region has a local difficulty which stays constant as you progress. You start our adventure in a nice, peaceful meadow where all the enemies do a pittance of damage while popping in two hits while your journey ends in the desolate hellscape where all the scary things live.
Pros: It definitely feels more natural, the world doesn't change just because you got more powerful. You potentially have more freedom to play around with unconventional builds. You get the opportunity to use your level 100 stats on level 1 enemies just to screw around if you feel like it.
Cons: It can discourage re-exploration of low-level areas; the world feels smaller when you don't feel the need to go to half of it. And doing this sort of scaling "well" can be a bit more mentally taxing as the developer needs to come up with ways to "lead" you to the right region for your level more organically than "You completed this mission, now go here" or else the entire plot can start to feel contrived.
An honorable mention can be made to Event Scaling where certain things the player does can increase global/local difficulty. Like you complete one side quest and now a rival faction is sending out troops to murder you or you progress the story and demons start to spawn everywhere. This can feel very organic and immersive, but comes with the risk of unwitting players basically fucking up their entire playthrough by doing the wrong mission too early and result in knowing players strategically avoiding certain quests because they know what's going to happen which can be immersion breaking.
Of course, these aren't mutually exclusive. Any combination can apply to a given game to varying degrees.
So what's best? Is there a scaling method I missed? How can the problems with each method be resolved? If you somehow found yourself seated at the table with some AAA game studio and were asked to solve "the difficulty question," what would you tell them? How much of a retarded faggot am I?