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."
D&D was the one of the first RPGS and one of the biggest. So it can be excused if it has balance flaws. Fighters only had a certain limited styles of attacks, but mages would get like 10 new types of spells each level. Simply by giving a cornucopia of abilities, a few of them have to be overpowered. The further a mage progressed, the more spells they get, which makes them even more powerful! They just said that mages at the beginning are weak, but towards the end they get strong. That holds up in dated RPGS, but not for MMORPGS where many players judge your game by end game balance because that is where PVP goes on.
God spoke to me.
Interesting comment, asking whether or not rewarding players is because there isn't enough in the gameplay or story to keep them playing.
Also interesting was the question about a level 50 warrior's gleaming sword being nothing really more changing than a level 1 character stabbing at a giant rat. This is something that I have felt often in games - as you progress, nothing changes much except the prowess of your enemies. This requires some interesting story mechanics - why didn't the level 35 people just come down and kill you right off the bat if you were so important? Some stories can overcome this difficulty because the story is otherwise so good (e.g., Baldur's Gate, a personal favourite).
I have also tended to think of what would happen if instead of you and enemies becoming so ultra-powerful that you could essentially wipe out an entire town in on spell, would there be a way to instead have your power come from being able to deal more quickly/efficiently with multiple enemies at once? Let's face it, you can train all you want, but it still takes only a few slashes with a sword to kill you. Battle skill comes in killing the other person before he can kill you. The better you are, the faster you can do that while taking fewer hits.
With this approach, "tanks" would not really be in existence anymore; battles would be seen more as a part of a larger scale battle, not you+4 verses 60, and you just have "that much health." Magic, unfortunately, throws a wrench into the equation.
Another interesting RPG comment, this time by me - I have always felt that the most pleasing RPG experiences, with regard to story and gameplay, are those in which I was part of a larger battle, not fighting on my own. Example would be in Baldur's Gate II when you defend your "keep" (Nalia's family's castle). You defend it along with the keep's guards. Seemed much more realistic.
Cake, perfect sign of progression
Not every discussion of a feature that WoW poached is a discussion about WoW. Paladins, as a character class in an RPG, predate WoW by a few decades. So, take your whining about your retribution Paladin to a discussion board that cares... if you can find one.
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Hell, there's probably one dedicated to it.
And the brethren went away edified.
As someone who's actually made a game (Game! - The Witty Online RPG) I'd say that balance is very tricky to maintain, probably even the hardest aspect of designing a game, but yet extremely central to having a fun and challenging game. You can plan out a scale of progression initially, but unless you plan out everything in advance (which is basically impossible), you'll still end up with things that are tricky to effectively balance later on.
You mentioned the idea of giving particular classes more abilities than others, and just by chance at least some of those will be overpowered, making the character overpowered. That's true, but you also have to consider the interaction between different abilities, and with more abilities, the number of combinations grows exponentially.
Starcraft is a great example of balance done correctly, and I think that's the main reason it's still popular today. Speaking of Starcraft, I doubt Blizzard anticipated that people would become so adept at microing just about everything (try watching a game between two good players these days!), and that changes the balance of the game a lot too.
Game! - Where the stick is mightier than the sword!
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
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.
This is why I don't enjoy computer RPGs, only a subset of tabletop ones. Computers can do RPGs, sure, but not the type that I like.
RPGs can mean a variety of different things. The character that you take on the role of overcoming challenges that come before them (the most classic of which is the dungeon crawl), exploring the world and content of the game (Morrowind or Oblivion would be examples that are decent at this), or playing a story that your character is the protagonist in.
Since it is flatly contradictory for one person (say a game developer or GM) to author a story, and another person to determine the actions of their protagonist in any meaningful way, this leaves the player of the protagonist to author the story. The GM exists to facilitate this story. Computer games can't react to the limitless potential of human authorship without having a true AI. At best such a game run by a game designer (such as in a CPRG) can only railroad a story (be it a multi-track railroad, a very well disguised railroad with the illusion of choice, etc... but railroad none the less).
Progress in types of games I enjoy would mean conflicts that either introduce complications to the story, events which get the protagonist closer to their goals, conflicts that illuminate the thematic content of the game, or similar story oriented events.
Not even the most open and flexible of computer RPGs even start to cover this style of RPG. Final Fantasy series is often the classic held up for story telling CRPG. It's railroaded as far as the story is concerned. The content is there to provide challenges and to explore the world the game designers built. You can't play out the protagonists story, because your choices don't affect the story in a meaningful way.
So called open ended games like Morrowind are similar. You can't affect things in a meaningful way... you can just go on one of several pre-selected railroad tracks the game designers built into the game, so far as the story is concerned.
What you're looking for isn't a CRPG, it's real life. That's the only way you're going to get the infinite span of choices that you seek.
Meh, I find Real Life to be overrated. The monthly subscription fees are outrageous. Also, it seems like one of those games with limited re-play value, but I hear a couple of expansion packs like the Hindu and Buddhist ones address this issue.
WWJD.... for a Klondike bar?
I've tried them out, but they just take you through the same stuff over and over again. Islam and Christianity promise unique end game content but I cant find any screenshots on IGN.
Control is an illusion, order our comforting lie. From chaos, through chaos, into chaos we fly
Perfect BALANCE made Starcraft the best RTS ever made.
And in which patch was that finally achieved?
While I enjoyed Starcraft, personally I thought Myth II was the "best RTS ever made" because of its balance of finite units. You would be given a handful of seemingly pathetic units -- a few archers, a few berzerkers and one dwarf -- and yet the balance, and strategy, made it possible for you to hold off wave after wave of enemies.