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Giant Enemy Crabs

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Tuesday, June 22, 2010

You are Commander Sheppard. The captain of the Normandy and the first human specter. You have saved the galaxy from the evil grip of Saren. Now you are tasked with stopping the Reapers. You must go through a suicide mission and lose the very people you care about to save the galaxy……wait I need to put 5 points into biotic shockwave first.

Old school RPGs used leveling up as a means to gauge player progression. In part, you couldn’t fight the larger, more difficult bosses until you had leveled up. “There’s a dragon, holy crap I cant fight him till I’m level 50”.  Yet, in most circumstances, what you do as a level 1 character is not very different than what you do as a level 50 character. Sure, you might have a few more abilities at your disposal, but the way you perceive the game world is still very much the same. Thrill and excitement are instantly dissipated through the gauging of stats and numbers.

So if I may impart a suggestion. Do away with the concept of leveling up or perceived progression. First you must give players a realistic world. A world where level gaps don’t exist. This invites the idea of risk and reward. Enemies don’t need patterns, and a glowing weak spot. What person in real life swings their shield three times than turns around and shows you their glowing core for 15 whole seconds, than goes back to swinging their shield?

“But where’s my level up? Where’s my stat bar and menu? Why don’t I have strength or dexterity anymore?” The 6-7 stat nomination of role-playing games has become stale. With the idea of realistic enemies, you can give way to player experience. That is what leveling up should be. Learning how to deal with an enemy, akin to a puzzle and getting better and faster at it. Using your knowledge/intelligence to deal with a situation, rather than depending arbitrary numbers and bits of data. So not only does your character get stronger, you as a player evolve in your way of thinking out of a situation.

For example; that enemy has a gun. I must use my intelligence and my cunning and not abilities 1-4 to get me out of this situation. You may opt to struggle for his weapon, until you beat him senseless. However you deal with the situation, the game would reward you with some form of helpful boost. So that this similar encounter 4 hours in, will seem easy due to your experience as a player in how to deal with it. In essence, your characters experience with different situations is what “levels” him up, and not random slaying of boars. So by the end you aren’t treated to the same frag-fest romp that is typical of every major game’s conclusion. Essentially making you into a badass both aesthetically in game and outside of it.

I will say that I love RPGs, but as someone who grew up playing Baldur’s Gate 2 and Fallout 2, the formula is starting to wear on me. If we are introducing the idea of player immersion, than we need to shift the way we view RPGs- the number crunches are no longer acceptable. Which sounds cooler? Killing 30 lvl 20 soldiers as a level 50 Warrior or beating the snot out of 30 guys while death is silently laughing at you?
 

(p.s. shameless plug,  you may find more of my crappy writing at http://Peggleisawesome.tumblr.com)

 
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Comments (4)
Robsavillo
June 23, 2010

I agree that weak spots can be lazy game design, but you criticize enemy patterns yet at the same time call for puzzle based combat, which seems like a contradictory opinion. Two games come close to what you describe in different ways -- Shadow of the Colossus and Demon's Souls.

Shadow drops leveling completely, but the Colossi fights are based on finding a weak spot (vital point) and recognizing the enemy's move set, which is a pattern and only slightly unpredictable.

Demon's Souls does use leveling, but it's possible to beat any enemy at any level with enough player skill. Enemies don't have weak spots, but they have weakness to specific types of weapons, which the player discovers on his own. And like Shadow, enemies have move sets that are patterns but also a little bit unpredictable.

I'm not sure how else this can be expressed in gameplay systems, though. Your description sounds ideal, but how exactly do you design a game to reflect that?

Lance_darnell
June 23, 2010

Great read, and I imagine that RPG makers are thinking along the same lines. If you can think of how to fix this, send it to the developers, for I am sure they would appreciate it!

Bmob
June 23, 2010

What about the thrill and excitement of seeing those stats and numbers go up? The sense of achievement when you find out you will be able to beat that dragon?

I would not play an RPG that didn't give me the chance to 'level up'. I certainly wouldn't have put over 100 hours into Final Fantasy XII, Blue Dragon, Lost Odyssey, or Oblivion if those horrible numbers weren't driving me on.

37893_1338936035999_1309080061_30825631_6290042_n
June 26, 2010

When I read what you describe, I think of almost any action game. In Devil May Cry for example, I get new powers and abilities that make the fights easier. No numbers, no stats, none of that RPG stuff that you seem to be tired of. The enemies have semi-predictable patterns making each fight a puzzle.

Personally, I like the numbers. Not only is it fun to see the numbers gush from an enemy as I shoot him in Borderlands, but it makes it easy to see which gun is best for the situation.

I especially like the cold, calculating turn-based RPG's. Games like Golden Sun and Pokemon. Having an infinite amount of time to weigh all my options and think out the best course of action is my favorite part of these experiences (which, as a result, is why I hate most Final Fantasy games. I'll never understand why people like ATB combat.) Numbers are a fundamental part of RPG's.

Are you tired of guns in first-person shooters? Portal notwithstanding, every first-person shooter has guns.

Sorry about the sarcastic exaggeration, but I think it got my point across.

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