Miles708
Member
TL;DR: I can't understand numbers, or RPGs, or life. It's also 1:00 AM. And Bloodborne is a good game.
Long version:
I was playing Bloodborne (I'm around the final levels i think) when out of nowhere it suddenly occured to me that... even if I played games for most of my life, I've never really understood the philsophy behind level-up mechanics in games.
I mean, I get it from a gameplay standpoint: become stronger as you go on.
That's cool. Makes sense. We'll keep that.
From a broader game design point of view, anyway, I can't really wrap my head around this concept.
Take Bloodborne, for example (or any Soulsborne game... we could maybe extend this idea to most RPGs even): most of the game is spent leveling up. As you become stronger, you can face thougher and thougher enemies.
That apparently simple mechanic opens a couple of points that don't really convince me:
It's also not a matter of difficulty.
I'll take Ninja Gaiden (Xbox, Xbox 360) as a counter-example: you got the exploration, the backtracking and the challenge. Just like Bloodborne.
What's different are the 2 points from before:
I had the same perplexities with The Witcher 3: I would often encounter unprompted over-leveled enemies in the open world, or trigger unbeatable side-quests. That was the game telling me to go back to another area of the map, spend some time there, and come back only after grinding some more. So much for the exploration.
If the point of leveling-up in games is to chase the correct balance between your DEF stat and your enemies' ATK stat, to make the game playable/enjoable, why can't I just have this balance all the time?
What is there to gain, for me as a player, with a leveling system?
I guess I never really understood RPGs.
Long version:
I was playing Bloodborne (I'm around the final levels i think) when out of nowhere it suddenly occured to me that... even if I played games for most of my life, I've never really understood the philsophy behind level-up mechanics in games.
I mean, I get it from a gameplay standpoint: become stronger as you go on.
That's cool. Makes sense. We'll keep that.
From a broader game design point of view, anyway, I can't really wrap my head around this concept.
Take Bloodborne, for example (or any Soulsborne game... we could maybe extend this idea to most RPGs even): most of the game is spent leveling up. As you become stronger, you can face thougher and thougher enemies.
That apparently simple mechanic opens a couple of points that don't really convince me:
- There is exploration, but an "optimal path" exists to tackle every area of the game in a specific order. Actually, you're deeply encouraged to find and follow that path.
If you mess up that order, you will end up with a series of difficulty spikes first, and boring/braindead areas later; that means it's your own interest to explore every area in a particular order, despite the apparent freedom of exploration (I use Bloodborne as example, but could also be The Witcher 3, or many others semi-open world rpgs).
- Even when following the ideal "optimal path", the primary concern is leveling up your stats/gear.
Except in reality you're never getting stronger. Your progress is constantly negated by the thougher enemies (both new ones, and more powerful old ones) so you actually end up chasing the "right" difficulty balance, where the game is meant to be played on. The game had this balance at the start, but it's promptly taken away to make space for the leveling up.
It's also not a matter of difficulty.
I'll take Ninja Gaiden (Xbox, Xbox 360) as a counter-example: you got the exploration, the backtracking and the challenge. Just like Bloodborne.
What's different are the 2 points from before:
- The game doesn't have experience levels, that means all enemies are deadly, but also beatable, at all times.
- The exploration is more limited, but again what's the point of exploring when you're punished for straying from the intended level order?
I had the same perplexities with The Witcher 3: I would often encounter unprompted over-leveled enemies in the open world, or trigger unbeatable side-quests. That was the game telling me to go back to another area of the map, spend some time there, and come back only after grinding some more. So much for the exploration.
If the point of leveling-up in games is to chase the correct balance between your DEF stat and your enemies' ATK stat, to make the game playable/enjoable, why can't I just have this balance all the time?
What is there to gain, for me as a player, with a leveling system?
I guess I never really understood RPGs.
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