Posted July 08, 2013
Recently I have been playing Torchlight. Since this is essentially my first ARPG, it was a bit of a mistake on my part to attempt to play it on hard; I have abandoned my second attempt after combat became too frustrating.
Torchlight has a standard leveling system in which as the player levels up and improves his stats, the monsters scale up to the level of the player. The interesting thing here is that as these games scale up, the balance changes. The key thing to notice here is that as the game scales up, the time required to kill a typical enemy increases.
The problem I encountered in Torchlight was that the game became harder when I leveled up. Leveling up is theoretically a reward, a means of enhancing the player's ability. But I found that leveling up was ultimately decreasing my ability to fight the monsters. I was given incentive to not level up.
This problem exists in other games of course.
Nethack - This is a command line roguelike game that my brother enjoys greatly. Because its level scaling has the same effect that I observed in Torchlight, some fans developed a strategy of running through the dungeon and avoiding leveling up as much as possible. Once again, a supposed reward is actually a punishment.
Borderlands - We have the basic problem of time to kill typical enemies going up. Your weapons don't become more accurate as you level up; the game just increases your nominal damage output in direct proportion to the size of your enemies. You are upgrading your weapons as your performance in combat becomes worse.
Skyrim - I haven't played this myself, but I heard somebody telling me that he invested too many points in peaceful skills like crafting. Enemies scaled up in proportion to his level, even though his higher level did not reflect a superior ability to engage enemies.
Some games have ways of avoiding this problem.
Pokemon - The level cap is 100. The game's balance can shift no more at that point.
E.Y.E: Divine Cybermancy - A French made Indie FPS/RPG. This game is designed such that character level can't replace player skill. The beginning assault rifle is one of the most powerful weapons in the game. Player attributes grow very gradually, but they will provide a definite and lasting advantage. Increasing your firepower or accuracy skill will decrease the time it takes to kill an enemy. Increasing your defense stats will increase the time it takes for enemies to kill you. You can become overpowered, but it will take a long time, and you will have earned it, for this game is slow to let up on its challenge. This is actually the game that convinced me that I could enjoy RPG's.
S.T.A.L.K.E.R: Call of Pripyat - It calls itself an RPG so I guess it's legit. This game doesn't have any leveling at all. But you do upgrade your equipment. What I want readers to get is that you don't endlessly increase your weapon's damage per shot; you increase how efficiently you make those shots. While obsolescence is a thing, equipment from early-mid game can still be effective late game. Getting weapons that deal more damage has the drawback that ammunition for them is more scarce.
Runescape - I stopped playing this game around 2007. But what I would like to point out is that this game doesn't scale enemies up. If you want to test your skills against tougher enemies, then you go out and find tougher enemies. While this can technically be said of Borderlands, Runescape further avoids scaling issues by putting a level cap so that like Pokemon, the game's balance can stay stable and enemy size can stay reasonable. (Note: I am not saying that Runescape is a better game. I am just saying it avoids a critical design mistake.)
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.
Torchlight has a standard leveling system in which as the player levels up and improves his stats, the monsters scale up to the level of the player. The interesting thing here is that as these games scale up, the balance changes. The key thing to notice here is that as the game scales up, the time required to kill a typical enemy increases.
The problem I encountered in Torchlight was that the game became harder when I leveled up. Leveling up is theoretically a reward, a means of enhancing the player's ability. But I found that leveling up was ultimately decreasing my ability to fight the monsters. I was given incentive to not level up.
This problem exists in other games of course.
Nethack - This is a command line roguelike game that my brother enjoys greatly. Because its level scaling has the same effect that I observed in Torchlight, some fans developed a strategy of running through the dungeon and avoiding leveling up as much as possible. Once again, a supposed reward is actually a punishment.
Borderlands - We have the basic problem of time to kill typical enemies going up. Your weapons don't become more accurate as you level up; the game just increases your nominal damage output in direct proportion to the size of your enemies. You are upgrading your weapons as your performance in combat becomes worse.
Skyrim - I haven't played this myself, but I heard somebody telling me that he invested too many points in peaceful skills like crafting. Enemies scaled up in proportion to his level, even though his higher level did not reflect a superior ability to engage enemies.
Some games have ways of avoiding this problem.
Pokemon - The level cap is 100. The game's balance can shift no more at that point.
E.Y.E: Divine Cybermancy - A French made Indie FPS/RPG. This game is designed such that character level can't replace player skill. The beginning assault rifle is one of the most powerful weapons in the game. Player attributes grow very gradually, but they will provide a definite and lasting advantage. Increasing your firepower or accuracy skill will decrease the time it takes to kill an enemy. Increasing your defense stats will increase the time it takes for enemies to kill you. You can become overpowered, but it will take a long time, and you will have earned it, for this game is slow to let up on its challenge. This is actually the game that convinced me that I could enjoy RPG's.
S.T.A.L.K.E.R: Call of Pripyat - It calls itself an RPG so I guess it's legit. This game doesn't have any leveling at all. But you do upgrade your equipment. What I want readers to get is that you don't endlessly increase your weapon's damage per shot; you increase how efficiently you make those shots. While obsolescence is a thing, equipment from early-mid game can still be effective late game. Getting weapons that deal more damage has the drawback that ammunition for them is more scarce.
Runescape - I stopped playing this game around 2007. But what I would like to point out is that this game doesn't scale enemies up. If you want to test your skills against tougher enemies, then you go out and find tougher enemies. While this can technically be said of Borderlands, Runescape further avoids scaling issues by putting a level cap so that like Pokemon, the game's balance can stay stable and enemy size can stay reasonable. (Note: I am not saying that Runescape is a better game. I am just saying it avoids a critical design mistake.)
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.
Post edited July 08, 2013 by jreaganmorgan