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Edited by George Foman: 6/1/2015 8:03:57 PM
2

Should we abandon the leveling system?

I feel as if we need to move on from level based RPGs. Rather, we should have gear based games where there is no level scaling and devs can limit the players stats to never make them op, just adequate with the equipment they have. In addition, a dev could improve the complexity of combat and give more weapon types to the player as well as bring a focus on movement based combat as opposed to two opponents standing there clashing with numbers. Take the souls games for instance. Yes, they do have leveling, but the focus on the game is not where you pour your stats in. They could have easily removed stats and added attributes to the gear itself. You would have a complex combat with set stats, thus giving the game a meta. In doing so, the combat will not get dull as you will continue to be challenged while maintaining the RPG genre's main goal in giving the player choice. Now if we apply this same concept to a game like TES with no level scaling (excluding Skyrim) you would have a challenging combat that is satisfying while the player has the ability to combine his weapons' attributes to suit his play style. The issue with a player becoming op from the get-go by acquiring over leveled equipment early on in the game would be eliminated if the dev focuses on giving the player a variety of useful and unique weapons as opposed to rehashing the same weapon and adding +20 damage. [spoiler]This is my opinion. I know some will be against the idea.[/spoiler]
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#Gaming #RPGs

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  • So basicly what you want is a system similar to light lvls in destiny?

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    • Earning gear in such a system would essentially be the same as earning XP (and also getting gear). I have to disagree about the souls games. While it's entirely possible to get through them with minimal leveling, grinding out levels will carry the less skilled (but persistent) players though everything but maybe the SOTFS DLC (or that defiled chalice dungeon). Back in my teenage years, I was working on a tabletop RPG. I always left attributes alone after character generation. There were ways to make minor gains to things like Strength or Knowledge, but the system emphasized on raising your skill values. I think it would be great to see a game where levels don't exist and you improve your character through other means. But working towards some kind of improvement is at the heart of all RPG-like games, wether it's level based or equipment based. I'm not making as much sense as I'm trying to at the moment, if I can get my head straight after work, I may clarify.

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