Breja: Games today tend to have players level up too often and simultanously don't offer any substantial rewards for leveling up. Maybe it's because what to me is still "standard" is D&D where level 20 was basically max (expansions for epic adventures nonwithstanding) and meant you were almost a demi-god. Even the difference between level 1 and 4 was freaking huge. But in most games today you'll get to level 30, 40, 50 and nothing will really change that much. Some percentages will improve, which you'll barely really feel, you'll get a new move or new spell, which more then likely you'll realise you could actually do without. You'll hit level 40 and realise you're really playing the game much the same as you did at level 2.
I'm of the reverse opinion. I prefer it when games offer continuous stat growth, rather than having stat growth divided into discrete levels. (One of the reasons I love the SaGa series.)
Then again, something like SaGa 2's robots (in a turn-based RPG) also works for me. (For those who haven't played it, Robots in SaGa 2 get all their stats (including HP) from equipment. Furthermore, to add more customizability, a Robot can equip any 7 items, even if that means, for example, wearing multiple suits of armor at the same time.)
As for leveled games, I'm more used to the Dragon Quest standard where level 40 (or slightly lower) is the typical end-game level. (In DQ3, the first game in the series to do this, the final spells are learned in the low 40s, and XP requirements stop increasing after level 45. Also worth noting that stat growth past level 45 tends to be rather slow.)
I could also state one other opinion: In (turn-based) RPGs, experience based levels are an outdated mechanic.
Darvond: For example here's one of my actual strange opinions:
Pokemon would be a better franchise without battles. Reminds me of another one:
* Final Fantasy 8 would be better without XP-based leveling. Make it so that junctioning is the primary (only?) way to boost your stats (including HP), and balance enemy strength with the spell junctions a typical player is expected to have access to at that point in the game. (This, by the way, would remove level scaling, which is a common complaint that game shares with Oblivion.)
rtcvb32: So my gaming opinion. I think every RPG and other game needs NG+, which you can apply at any time.
Reason? I don't like losing progress. I sometimes want to re-experience the story, especially if i haven't touched the game in a while and need a refresher, and being able to NG+ at any time would let me do that. (
Some games inherently allow it without starting over, usually mission based. Bayonetta, MGS Phantom Pain, etc)
Not every game needs to be a multi-hour affair where the need to save progress is important. There should be more 30 minute or less games, and I would like to see things like RPG-style growth systems in such games.
Also, regarding story, I prefer no story to a good story, especially in RPGs.
Gudadantza: I love grinding
Darvond: Alright, why.
Sometimes, it's nice and relaxing to load up an RPG, wander around in circles, killing enemies while paying attention to resources, and watching numbers increase.
It's one of the reasons I sometimes like to replay the original Dragon Warrior. (It also helps that the game constantly shows your XP and GP during battle, unlike later games in the series and remakes of the first game.)