this post was submitted on 18 Dec 2024
37 points (97.4% liked)

Games

32905 readers
1679 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 2 years ago
MODERATORS
 

Personally I dislike it very much. It take feel of achievement. Why even bother with gaining experience if it makes enemies stronger?

top 17 comments
sorted by: hot top controversial new old
[–] [email protected] 6 points 2 hours ago (1 children)

Correctly done level scaling should be optional. Like in Dark Souls 2, after you defeat a boss of an area, you can use a special consumable to increase the difficulty of that area to NG+. And it's stackable, too. That was one of DS2 unique mechanics I'm actually sad they didn't add in DS3 and Elden Ring, because sometimes I don't want to restart the whole playthrough in NG+.

[–] tomi000 1 points 1 hour ago (1 children)

Level scaling is usually used to make development easier, so making it optional would require the extra work to come up with appropriate enemy strength and the eoptional scaling effect on top.

[–] [email protected] 1 points 50 minutes ago

they would need to develop balanced mechanics. Level scaling completely ruins any sense of progression.

[–] emb 5 points 2 hours ago (1 children)

Don't know about CRPGs in particular, one way or the other. But in general I agree with you op.

If you level up, and it means your stats go up and all your enemies level up and stay at the same balance with you, it's pointless. It still affords a moment of happiness 'cool I levelled up', but in a much less satisfying way.

The point of level up early in RPG video games was, to my knowledge, so that any one with time and patience could beat a game regardless of skill. The idea of level scaling is almost the exact opposite, to remove the advantage of levelling. They cancel out and both player level and enemy level should be removed if that's happening.

That's assuming a 1:1 unversal scaling though, which is rarely the case. In the details it can be tuned to something worthwhile - which enemies scale, how much they scale, etc.

Still, my thought is when games want level scaling, they should consider why. If you want players not to overpower enemies via stats, maybe get rid of the stats (or don't change them on lvl up). Levels can still augment your player with new spells, unique abilities, or more options. Or maybe more carefully consider the placement of enemies and what their default level and stats are set at. Or maybe consider a lower level cap, or a lower range of stat values.

The possibilities are wide open, but level scaling done poorly can make level ups feel like a punishment.

[–] False 1 points 28 seconds ago

Leveling systems come from pen and paper D&D, which was inspired from wargames where units gain experience.

[–] EncryptKeeper 1 points 1 hour ago

Something that’s being heavily overlooked in this thread is the difference between a CRPG and an RPG/ARPG. I’m not sure which one OP is referring to, but if you want an easy guide, Fallout 1-2 are CRPGs, Fallouts 3-4 are not. Skyrim, the Witcher, latter Assassin’s Creed games, Elden Ring, etc are not CRPGS. Games like Divinity Original Sin 1-2, Baldurs Gate 3, Pillars of Eternity, Pathfinder, etc are CRPGS

[–] De_Narm 14 points 4 hours ago* (last edited 2 hours ago)

Level scaling is never fun and never will be, I think. There is no progression if your fights with early enemies are just as hard as they were 50h ago.

You could probably design around that by providing in-depth build options such that optimized builds outscale other entities of the same level. Later game enemies themselves would be optimized better and better. But that's really hard and I've never seen it done. Why even provide a dynamic build for each enemy with each level if you could just have a normal non-scaling progression?

These systems often lead to me avoiding combat altogether. While not exactly a crpg, Oblivion was more fun to me without ever leveling up (which was optional, but made fights kinda pointless).

[–] [email protected] 4 points 3 hours ago

It's generally implemented in a way that takes away fun. If a game had fun fights that were always intended to be strategic, it'd be ok, but when you have to kill identical mob after identical mob to progress in the plot, i don't see the point.

i remember getting bored and annoyed near the end of oblivion.

[–] [email protected] 14 points 6 hours ago

Agreed. I really enjoy being able to one hit enemies that made me shit my trousers a couple of hours ago. The rats I killed for that innkeeper when I arrived shouldn't even be worth my attention during endgame.

[–] [email protected] 9 points 5 hours ago* (last edited 5 hours ago)

It depends. When done correctly it can be fun, if all creatures/enemies are always scaled to your level, no. Dragon monsters for example should always pose a challenge or some kind of monsters that are you mirror images/copies, that type of thing. Maybe it's your rival or someone that has far more experience then you do, why wouldn't their level also grow?

[–] sheogorath 7 points 5 hours ago (2 children)

What CRPGs have level scaling? I think almost every CRPG that I played doesn't have any level scaling.

[–] Quetzalcutlass 13 points 3 hours ago* (last edited 3 hours ago) (1 children)

The Elder Scrolls, infamously. Since they are open-world games, they use heavy level scaling so you can explore wherever you want from the very beginning.

It was alright in Morrowind. There, your level just controlled which enemies appeared, so you wouldn't encounter high-tier daedra in the overworld until your level was in the teens and you actually stood a chance.

Oblivion utterly fucked it up by having everything scale to your level. You could revisit the starting area and a normal bandit would be wearing a full set of magical heavy plate worth tens of thousands of gold while demanding you hand over twenty coins to pass. Combine that with a weird player leveling system that punished you for picking non-combat skills or leveling up as soon as you could, and people loathed Oblivion's leveling mechanics.

Skyrim's scaling was somewhere in the middle, which lead to combat being inoffensively bland the whole way through.

[–] [email protected] 2 points 3 hours ago (1 children)

TES is CRPG? I always consider it more of an ARPG

[–] Quetzalcutlass 4 points 3 hours ago (1 children)

It's in a weird halfway position, though it's less cRPG and more action RPG with each iteration. The character creation in Daggerfall wouldn't be out of place in a tabletop game.

[–] [email protected] 2 points 2 hours ago

Fair enough, morrowind had some things of a CRPG like a chance of miss your hit, both TES and Fallout became less CRPG

[–] [email protected] 7 points 4 hours ago* (last edited 4 hours ago)

The only one I know that might fit the bill (not really) is Pillars 1. When you've done a lot of the side content, you'll be overleveled, and in the final act the game asks you if enemies should get scaled to your level, so there's still a challenge. But that's still optional and you're not forced to do it.

[–] [email protected] 1 points 4 hours ago

I like it, but only as an alternative to very good balancing with very slow power scaling. Unless I’m playing a superhero game, I don’t want to one-shot starting enemies once I’m higher level.

This is all tied to my preference for immersion above all and my tendency to fiddle around in a game pretending I’m playing a TTRPG rather than rushing to the end.