Botw enemies scaling10/7/2023 So we can apply a level scaling mindset there and make it so that the distance from point A to point B increases or the time in which you are allowed to complete the mission decreases based on how fast your car is. Voila - now the game is no more challenging if you only have a t-shirt and a pistol than if you have assault rifles and heavy body armor.įor speed missions where you need to get from point A to point B in a limited amount of time, having a super fast sporty car obviously makes such missions considerably easier than if you were to try to complete them in a golf cart. If you only possess a pistol and no armor, so too will all enemies in the game. If he has an assault rifle and heavy body armor, we can make all the armed pedestrians, thugs, and cops also have heavy body armor and assault rifles. If we apply a level scaling mindset, then there are simple things we can do to make the game consistently challenging no matter how powerful your character becomes. So from the level scaling mindset, the game is fundamentally broken and in need of a fix. ![]() Some missions even become a total and relaxing breeze with such a powerful character. I've found in GTA that if I steal the fastest cars, possess the heaviest body armor and an arsenal of weaponry including heavy assault rifles, every part of the game becomes considerably easier. Would that make a superior game? Perhaps some people consider this analogy unfair since SMB is mainly a linear game. Experienced players who have poured hours into the game should not have much easier of a time completing stage one as opposed to completing the final stage of the game. So if we apply this level scaling mindset that the challenge of the game should be relatively constant throughout, the first stage should not be considerably easier than the final stage of the game. In all SMB games starting with the first on Famicom/NES, the first stage was always exponentially easier than the final stage in which you fight Bowser and save Princess Toadstool. Let's consider the idea that a game which doesn't have a relatively constant difficulty throughout is broken and in need of a fix. ![]() I also question the mindset behind it - that any game, open-world RPG or not, should have a relatively constant difficulty throughout the entire game (never too easy, never too hard). There's no game mechanic I despise more than level scaling.
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