jreaganmorgan: The purpose of leveling up in games is to provide a sense of growth. Increasing the time it takes to kill enemies as you level up does the opposite.
You might argue that scaling up true difficulty will push players to develop strategy. While that is true, you still have the problem that the game is discouraging what is supposed to be a reward.
Traditional leveling and scaling is a convention that is implemented without question by too many developers without actually thinking about the practical effects. So I implore you developers, don't do it anymore. Please.
Agree with all this. Sadly we owe to some devs (especially Blizzard, I guess) that leveling has become nothing more than an illusion of progress. It's insane. I get it, devs, you're so clever, the balance is supposed to remain similar throughout the whole game but fuck me sideways if becoming the most powerful hero means that now I can take on the blue goblins while in the beginning I of my career I could only take on the green ones. Fuck me sideways if becoming the most powerful warrior in the universe means that now I can take on white dragons while on my first day on the job I killed a yellow one. Fuck me sideways if becoming stronger means remaining the same weakling I was in the beginning.
From a leveling system I expect the following things:
1. Originally challenging enemies must turn into cannon fodder over time and they MUST remain present in the game, else I don't get to feel my progress. And yeah, they aren't allowed to adapt to my skill level, if you friggin' jerks don't want the game to become too easy introduce NEW enemies - NEW like in TOTALLY NEW, not like in red instead of blue. "But we also give them new adjectives like 'furious'..." Fuck adjectives.
2. Being more powerful must mean that over time I can actually take on more powerful foes and powerful doesn't mean different colors and names, it means bigger, more fiendish, more clever, more skilled and ones always fighting in larger groups. And don't throw everything at me in the first part of the game - if on the first stages I get to fight enemies three times as big as me, supposedly so powerful that not even the kingdom's most elite warriors can defeat them, I won't EVER feel any progress. "But Hitchcock said that a movie must start with an earthquake and then..." Well, fuck Hitchcock.
3. The player must feel that he's a weakling early on and he must be made aware of that. That's not possible with a tunnel RPG where the balance is supposed to remain the same. Give the player a chance to make mistakes, to choose the wrong path - nothing is as rewarding as returning to a spot which was unbeatable at first. That's the ultimate badass moment. "But modern game design is about flow..." Well, fuck flow.
4. More options, more friggin' options! As I advance I want the game to gain in complexity. Forcing me to use potions a thousand times as powerful and pricey as the first ones is not new complexity, not a new experience and not progress. I want to get more options, I want enemies with more complex behaviour, I want more skills and not like in "in the end you can throw bolts which basically are like fireballs but deal a thousand times as much damage!". "But according to modern game design the core gameplay has to be simple and remain intact throughout the whole game..." Well, fuck simplicity... and modern game design for that matter.
Seriously, I hate modern game design and that devs explain their decisions with modern game design theory while still working with the standards set in the 90's by Blizzard & Sons makes it even worse. And it's kinda funny that Stalker actually kinda achieved all this stuff without even including a level system.
jamotide: Seriously? The old teminology BS again? You roleplay in every game, you play a role in Giana Sisters and Kick Off,too. RPGs are what they are because they come from PnP, and loot is part of it.
Seriously? That "every game is an RPG" BS again? And yeah, loot is part of most of them but it's not the most essential part, neither is leveling. It's a friggin' misconception. Games like Stalker and even Outcast are more of an RPG than any game that focuses on leveling and loot. :P