logoalt Hacker News

klibertpyesterday at 12:45 PM0 repliesview on HN

I hate level scaling in games with passion. An argument in favor I heard is that it's supposed to make it easier for the player to go anywhere from the start. Maybe, but coming from classic CRPGs and some TRPG background, I just can't bring myself to understand that impulse: you see a world-ending dragon god destroying a castle, and you think it's a good idea to chase it to its lair... at level 1?? With a plank in hand and with a shirt as your armor??? It's absurd!

Then there's the "level up by doing" mechanic, which is a mixed bag. It can be done well, but in Oblivion, it only resulted in putting a book on the spacebar. Voila, my character literally jumps around and looks utterly idiotic, but Acrobatics levels rise.

Being unable to just go fight a dragon at level 1, and then progressing to routinely curbstomping dragons (Baldur's Gate 2 - solo Sorcerer run is my favorite example: "I see, you're resistant to magic. Let me introduce you to the Magic Sequencer with Lower Resistance x4. Time stop. Horrid wilting. Wish rest. Oh, I didn't need to, you're dead already.") by the end. It's not the only selling point of RPGs, and it can sometimes be omitted entirely (e.g., Disco Elysium). But if there is a classic leveling system, I expect it to work, from zero to hero. It's not as fun if the numbers going up don't translate into real changes in how your character interacts with the world.