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submitted 11 hours ago by Adeptus@lemmy.world to c/games@lemmy.world

Personally I dislike it very much. It take feel of achievement. Why even bother with gaining experience if it makes enemies stronger?

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[-] FrostyCaveman@lemm.ee 1 points 41 minutes ago* (last edited 36 minutes ago)

I despised it in World of Warcraft, but I actually loved it in The Witcher 3. How I feel about it seems to be at least somewhat related to whether it’s a singleplayer game or multiplayer. But it’s more complicated than that - in TW3 without scaling enabled the whole game becomes piss easy even on Death March so it’s kinda required for me to even enjoy the gameplay at all. There are still many ways to gain relative character power that exceeds the level scaling that eventually you just WILL overpower everything regardless.

Unless it’s basically broken I will play games on the highest difficulty possible, because that’s just more fun to me. It makes each game an epic saga and something that can grip my (limited) free time for many many months. Which is good, because I have issues picking up and putting down fictional universes, I get a bit too attached. I don’t get super emotional about it, I just really don’t have the mental energy to deeply engage with something new unless I’m truly done with the last big thing. (I am also neuro-non-standard, I have heard of a term for this, “inertia”)

[-] rockerface@lemm.ee 14 points 6 hours ago

Correctly done level scaling should be optional. Like in Dark Souls 2, after you defeat a boss of an area, you can use a special consumable to increase the difficulty of that area to NG+. And it's stackable, too. That was one of DS2 unique mechanics I'm actually sad they didn't add in DS3 and Elden Ring, because sometimes I don't want to restart the whole playthrough in NG+.

[-] emb@lemmy.world 10 points 7 hours ago

Don't know about CRPGs in particular, one way or the other. But in general I agree with you op.

If you level up, and it means your stats go up and all your enemies level up and stay at the same balance with you, it's pointless. It still affords a moment of happiness 'cool I levelled up', but in a much less satisfying way.

The point of level up early in RPG video games was, to my knowledge, so that any one with time and patience could beat a game regardless of skill. The idea of level scaling is almost the exact opposite, to remove the advantage of levelling. They cancel out and both player level and enemy level should be removed if that's happening.

That's assuming a 1:1 unversal scaling though, which is rarely the case. In the details it can be tuned to something worthwhile - which enemies scale, how much they scale, etc.

Still, my thought is when games want level scaling, they should consider why. If you want players not to overpower enemies via stats, maybe get rid of the stats (or don't change them on lvl up). Levels can still augment your player with new spells, unique abilities, or more options. Or maybe more carefully consider the placement of enemies and what their default level and stats are set at. Or maybe consider a lower level cap, or a lower range of stat values.

The possibilities are wide open, but level scaling done poorly can make level ups feel like a punishment.

[-] False@lemmy.world 3 points 4 hours ago

Leveling systems come from pen and paper D&D, which was inspired from wargames where units gain experience.

[-] Glemek@lemmy.world 3 points 3 hours ago

I think the place they are getting the bit about patience from is specifically dragon quest. Where the devs intentionally positioned it in opposition to other games of the time that required you to get good so to speak.

I read an interview a few years ago, I think with Yuji Horii about the design in dragon quest being set up specifically so that by sinking time in you would eventually overpower everything and progress, even if you never improved at the game mechanics. I couldn't easily find it again when I looked to link it but maybe I will be able to later today.

[-] De_Narm@lemmy.world 26 points 9 hours ago* (last edited 6 hours ago)

Level scaling is never fun and never will be, I think. There is no progression if your fights with early enemies are just as hard as they were 50h ago.

You could probably design around that by providing in-depth build options such that optimized builds outscale other entities of the same level. Later game enemies themselves would be optimized better and better. But that's really hard and I've never seen it done. Why even provide a dynamic build for each enemy with each level if you could just have a normal non-scaling progression?

These systems often lead to me avoiding combat altogether. While not exactly a crpg, Oblivion was more fun to me without ever leveling up (which was optional, but made fights kinda pointless).

[-] EncryptKeeper@lemmy.world 3 points 6 hours ago

Something that’s being heavily overlooked in this thread is the difference between a CRPG and an RPG/ARPG. I’m not sure which one OP is referring to, but if you want an easy guide, Fallout 1-2 are CRPGs, Fallouts 3-4 are not. Skyrim, the Witcher, latter Assassin’s Creed games, Elden Ring, etc are not CRPGS. Games like Divinity Original Sin 1-2, Baldurs Gate 3, Pillars of Eternity, Pathfinder, etc are CRPGS

[-] Kelly@lemmy.world 2 points 3 hours ago* (last edited 2 hours ago)

I'm not sure I agree.

Claiming that Skyrim is not a Computer Role Playing Game requires some supporting reasoning.

Something like the Berlin Interpretation might help but as it is we don't know which features you use feel qualify/disqualify a title for inclusion.

[-] EncryptKeeper@lemmy.world 3 points 2 hours ago* (last edited 2 hours ago)

A CRPG is the video game sister-genre of the table top role playing game.

“Computer Role Playing Game” doesn’t mean “A Role Playing Game that’s on the Computer”, the word computer is used here specifically to distinguish it from tabletop, meaning it’s intrinsically tied to tabletop RPGs.

So if a game plays with very similar mechanics to a tabletop rpg (Turn based, tile or distance based movement, top down or isometric views, unique player-created characters, plus the other hallmarks of the greater RPG genre), then you can call it a CRPG. Games like XCom are closer to being CRPGs than the likes of Skyrim, though it wouldn’t itself qualify because it’s not an RPG.

Games like Skyrim are well established in the “Action RPG” genre which is intentionally distinct from the CRPG genre so the burden of supportive evidence and reasoning would really be on you to try and make the claim that Skyrim is a CRPG.

Wikipedias list of video game genres has a brief distinction explanation. The most important being turn-based vs real time combat.

[-] Kelly@lemmy.world 1 points 1 hour ago

Thanks for presenting your rational, its well reasoned within the definitions you give.

However the definitions might not be as universality accepted as we might like, for example this presents CRPG as synonymous with "role-playing video game" with ARPGs, TRPGs, MMORPGs, etc as subgenres.

https://en.wikipedia.org/wiki/Role-playing_video_game

[-] EncryptKeeper@lemmy.world 2 points 58 minutes ago* (last edited 57 minutes ago)

The distinction is very much universally accepted. The reason CRPG is used synonymously with RPG in that article title is because CRPGs were at the time of their inception what an RPG was. You can tell by reading the introductory description and the characteristics section that what is being described and named are tabletop-like CRPGs specifically.

You’ll notice that in the section that defines ARPGs that they’re referred to as a hybrid genre. They are related to CRPGs which is why they’re on the page, as they borrow elements from CRPGs but they are their own genre that by that hybridization are distinct from the traditional CRPG.

This is reinforced by the Wiki link I sent you which is a more cut and dried succinct list of game genres, where it lists ARPGs and CRPGs as two distinct genres.

[-] nesc@lemmy.cafe 16 points 10 hours ago* (last edited 10 hours ago)

It depends. When done correctly it can be fun, if all creatures/enemies are always scaled to your level, no. Dragon monsters for example should always pose a challenge or some kind of monsters that are you mirror images/copies, that type of thing. Maybe it's your rival or someone that has far more experience then you do, why wouldn't their level also grow?

[-] celeste@kbin.earth 6 points 8 hours ago

It's generally implemented in a way that takes away fun. If a game had fun fights that were always intended to be strategic, it'd be ok, but when you have to kill identical mob after identical mob to progress in the plot, i don't see the point.

i remember getting bored and annoyed near the end of oblivion.

[-] Lumidaub@feddit.org 17 points 10 hours ago

Agreed. I really enjoy being able to one hit enemies that made me shit my trousers a couple of hours ago. The rats I killed for that innkeeper when I arrived shouldn't even be worth my attention during endgame.

[-] spankmonkey@lemmy.world 2 points 3 hours ago

That could also be done by having improved techniques to quickly dispatch the rats without needing to also scale up the character's toughness so their bites are less effective.

[-] sheogorath@lemmy.world 7 points 10 hours ago

What CRPGs have level scaling? I think almost every CRPG that I played doesn't have any level scaling.

[-] Quetzalcutlass@lemmy.world 17 points 8 hours ago* (last edited 8 hours ago)

The Elder Scrolls, infamously. Since they are open-world games, they use heavy level scaling so you can explore wherever you want from the very beginning.

It was alright in Morrowind. There, your level just controlled which enemies appeared, so you wouldn't encounter high-tier daedra in the overworld until your level was in the teens and you actually stood a chance.

Oblivion utterly fucked it up by having everything scale to your level. You could revisit the starting area and a normal bandit would be wearing a full set of magical heavy plate worth tens of thousands of gold while demanding you hand over twenty coins to pass. Combine that with a weird player leveling system that punished you for picking non-combat skills or leveling up as soon as you could, and people loathed Oblivion's leveling mechanics.

Skyrim's scaling was somewhere in the middle, which lead to combat being inoffensively bland the whole way through.

[-] ZeroHora@lemmy.ml 5 points 8 hours ago

TES is CRPG? I always consider it more of an ARPG

[-] Quetzalcutlass@lemmy.world 6 points 7 hours ago

It's in a weird halfway position, though it's less cRPG and more action RPG with each iteration. The character creation in Daggerfall wouldn't be out of place in a tabletop game.

[-] ZeroHora@lemmy.ml 4 points 7 hours ago

Fair enough, morrowind had some things of a CRPG like a chance of miss your hit, both TES and Fallout became less CRPG

[-] Poopfeast420@discuss.tchncs.de 7 points 9 hours ago* (last edited 9 hours ago)

The only one I know that might fit the bill (not really) is Pillars 1. When you've done a lot of the side content, you'll be overleveled, and in the final act the game asks you if enemies should get scaled to your level, so there's still a challenge. But that's still optional and you're not forced to do it.

[-] evilcultist@sh.itjust.works 2 points 8 hours ago

I like it, but only as an alternative to very good balancing with very slow power scaling. Unless I’m playing a superhero game, I don’t want to one-shot starting enemies once I’m higher level.

This is all tied to my preference for immersion above all and my tendency to fiddle around in a game pretending I’m playing a TTRPG rather than rushing to the end.

this post was submitted on 18 Dec 2024
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