Friday, November 23, 2012

Missing that High-Level Smell?

George and I had a fun discussion this morning about the 'power level' of PCs in different games, especially as they level. Some games rocket the PCs into 'The Avengers' like superpowers, such as Exalted, many superhero games, and also MMOs like World of Warcraft. Many other games take things more slowly, and never really end up with more than stacked incremental buffs on multi-attacks (D&D3), where a +5 sword is as good as it gets. In WoW, characters typically start with 30-100 hit points, and end up with 100,000+ by the end of their career - with weapons and armor to match.

D&D4 takes it differently, with power level (relative to challenges) capping out about level 10, and then a lower advancement curve on up to 30 (with monster power creeping ahead of the characters steadily). There are some serious play testing and balance problems with D&D4 post level 10, with stun combos and other tactics making blowing out monsters easier than it should be. Some of this was rectified in D&D Essentials, but really too little too late for many of the groups we played with.

It's important for the players to feel powerful, but on the other hand, it is important for them to feel challenged. The system needs to supply the fantasy-fulfillment of that power curve, without totally blowing up and turning into a numbers game, aka Zynga's Mafia Wars (or yes, even WoW), where the numbers, attack values, and AP values don't mean anything after a while. If the game plays the same at level X as it did at level 1, with the same balance and feel, you have a game designed on a spreadsheet, with no real change in character power.

The key is changing how the game is played every so often, and letting players get better at the new set of rules and challenges at these change-points. The game should change every so often, and players will have to get better at these new systems, adapt, equip, and excel. Games need to build in this play-style progression and change in order to keep interesting and make the high levels feel truly different than the low levels.

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