Defining Progression Within Games
GameSetWatch is running a piece discussing some of the ways in which gameplay can progress from simple to complex. The author talks about how acquiring items, new abilities, or just increasing the player's overall effectiveness can make it difficult for game designers to keep their content balanced and interesting. Quoting:
"What do I mean by progression? There are at least two distinct types of progression in computer games, which I'll label player progression, and character progression (narrative progression is arguably a third). Player progression is the increasing aptitude of the player in mastering the game: whether through learning and understanding the technical rules of the game (surface play) or the implications of those rules (deep play). ... Character progression is the unlocking of additional rules of play, or altering the existing rules, by choices or actions within the game."
SIgh, it wasa ctually better balanced then people think.
First mages 'shoot there wad' pretty quickly
Second - You were supposed to be a group of about the same experience points, not the same level.
Third, hardly anyone actually played with the encumbrance rules.
Forth, They are squishy, even at high levels.
The were design to be glass cannons.
The Kruger Dunning explains most post on
IIRC, Baldur's Gate only took you to level 6 or so. It's a decent way of dealing with the progression issue... Never let them become extremely powerful, and then you don't have to make up stories about why they're fighting ancient demons in one-on-one combat.
The author of the article is the developer of Unangband, and it's officially part of his "Designing a Magic System" series, part 12. It doesn't really fit in with the rest, but it's still an interesting read. I recommend checking out his blog, as he's got several other very interesting articles for game devs, such as 20 Underused Game Mechanics and earlier parts of his magic system series.