skykiii
kiwifarms.net
- Joined
- Jun 17, 2018
Soooo....
I spoke earlier in this topic about how I don't like crafting systems.
But here's another thing a lot of Open World games do that I feel is to their detriment:
Level Scaling
Like, honestly, I don't know how or why level scaling caught on as a game design concept, as its kinda stupid.
Like just for example, imagine if you were playing a game based on Frank Herbert's Dune, and you mosey'd on out into the desert, got into a fight with an Arrakis sandworm at level one, but because the game is designed to make sure no challenge is ever too much for you... you can take it easily.
Or alternatively, some games are designed so that the monsters are always at some level of higher difficulty relative to you, so you'll never be able to take that sandworm even if you grind to godlike proportions.
It also, I think, just ruins the natural wonder that can come with fantasy settings.
Like, to use another literary allusion, imagine getting Excalibur.... but because you somehow got it at a low level, none of its powers or affects are actually all that good, despite its reputation as a legendary blade passed down through ages of mythical heroes. Its only if you get it at a high level (where you basically might not need it) that it measures up to its reputation.
And I find that's just kinda shit.
In general I don't like any aspect of a game world to be decided by an algorithm at all. I would rather a human creator make a determination of what is located where, and when.
I spoke earlier in this topic about how I don't like crafting systems.
But here's another thing a lot of Open World games do that I feel is to their detriment:
Level Scaling
Like, honestly, I don't know how or why level scaling caught on as a game design concept, as its kinda stupid.
Like just for example, imagine if you were playing a game based on Frank Herbert's Dune, and you mosey'd on out into the desert, got into a fight with an Arrakis sandworm at level one, but because the game is designed to make sure no challenge is ever too much for you... you can take it easily.
Or alternatively, some games are designed so that the monsters are always at some level of higher difficulty relative to you, so you'll never be able to take that sandworm even if you grind to godlike proportions.
It also, I think, just ruins the natural wonder that can come with fantasy settings.
Like, to use another literary allusion, imagine getting Excalibur.... but because you somehow got it at a low level, none of its powers or affects are actually all that good, despite its reputation as a legendary blade passed down through ages of mythical heroes. Its only if you get it at a high level (where you basically might not need it) that it measures up to its reputation.
And I find that's just kinda shit.
In general I don't like any aspect of a game world to be decided by an algorithm at all. I would rather a human creator make a determination of what is located where, and when.