Posted December 28, 2020
Abishia: there are 2 type of gamers.
1.
the me type, playing to reach godlike powers and destroy almost anything with little effort
2.
the cap people that wanna get challenged their for the level cap is absolute necessary.
(but those people do mini-maxi) so basic also cheat the game or abuse the game mechanics' (always wonder why bother then)
If the game has easy respec or the equivalent, case 2 could actually be interesting. The idea here is to make the bosses a puzzle that needs to be solved, and part of the solution involves what some players refer to as min-maxing. If such a game is well-designed, the player would need to switch up their set-up for each boss fight, or for each dungeon (fire resistance might be good for the volcano, but for a game of this level maybe there should be an enemy thrown in that uses a nasty ice attack, that the fire resistance ability makes you weak against). 1.
the me type, playing to reach godlike powers and destroy almost anything with little effort
2.
the cap people that wanna get challenged their for the level cap is absolute necessary.
(but those people do mini-maxi) so basic also cheat the game or abuse the game mechanics' (always wonder why bother then)
Abusing the game mechanics can be fun, and it can be a good puzzle if such abuse is actually required.
(See, for example, kaizo mario hacks (or mario maker levels). There's also troll levels, where the player isn't usually required to abuse the mechanics (and the level, if well designed, will provide a hint if that's necessary, though generally after the player has failed once), but the level creator certainly does.)
wpegg: They've finessed this over the various games they've gone through, I remember that in "Div 2: The Dragon Knight Saga" you gained experience relative to the level of the enemies you were facing (who were again finite in number), but then got fixed XP for quests. Thus it meant that you were best off clearing out as many enemies as possible, levelling that way, then handing in all your quests. The boost was only temporary of course as in the next area you were above the level of the initial enemies, and only got a smaller XP boost for a while until the game caught back up.
I don't like having to do this sort of thing just to maximize the XP that I get. I could also mention the case of Ys: The Oath in Felghana. In this game, enemies respawn, but enemies give lower XP when you're at a higher level. This would ordinarily prevent you from overleveling, but if you leave the dungeon immediately after getting the double jump, you can temporarily skip it, kill stronger normal enemies to gain many extra levels, and when you go back to fight the bosses you skipped (which you will have to do unless you can glitch into the castle), you are overleveled to the point where boss fights become a joke. (The fact that one level makes too much of a difference is part of the issue here.) It may be possible to do something like this in Ys 6 (as soon as you can kill some enemies in that dark dungeon), but Ys Origin is too linear for this to work.
Also, I could mention Icewind Dale 2, where XP is gained based on the average party level, so adding a level 1 character to the party will make the rest of your party level up faster.
dtgreene: Worth noting: For this scenario to work, there do need to be infinite enemy respawns or some other repeatable source of XP somewhere in the game. Otherwise, if one were to complete the game 100%, one would have no more XP to gain.
Cavalary: Yes, some areas, not all areas or areas you need to travel through. It's one thing I really want to see in games, most areas have set enemies, you clear them and that's it, but there are a handful of "dungeon" areas, preferably quite small, with infinite respawns, maybe enemies just reset when you enter, so you can clear it while inside, then quickly get back to the exit if the area's not large, go back in and do it over again if you want more exp. But it's a specific area for that purpose, so you do that just if you want to, not because the game makes you. (Interesting example: SaGa Frontier (where enemies do respawn) has a form of level scaling where stronger enemies replace weaker ones, but there are some areas where the enemies are capped in level, allowing you to farm specific enemies (like Unicorns) for their Mystic/Monster abilities. Unfortunately, this only goes back so far, and I believe some monster abilities can be permanently missed or become much harder to get.)
Post edited December 28, 2020 by dtgreene