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."
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.
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!
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.
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