Niggles: Hi all,
Although this came up in the Pillar vs Tyranny vs Pathfinder thread, im curious what people think about level caps mainly with RPG games, both old and recent games?. There are heaps of RPG's i have got which i never got around to playing, but the few i did play i never found i either hit the level/xp cap. Thinking about that, i like seeing player progression and if i happened to get into a game, only to find i hit a ceiling growth wise early ....i think i might drop the game altogether i suspect.
What are peoples thoughts and experiences?. The above thread mentioned Pillar's caps at 12 (14-16 with expansion)?. Are the only reason's a cap is in place is either dependant on the original rules the game is based on?. Or devs don't want players to get "overpowered" ?. Wondering which rpg's cap out too early?. Whats the case for example with D:OS or D;OS 2?
The trick is that leveling is basically a difficulty control mechanic. Rather than a player picking the difficulty, they grind or don't grind. The problem is, if the characters get too powerful, a game might get rated low for being too easy, yet really grindy." Now, someone who does game dev wil llikely say "oh, so they just basically played on very easy," while some people might be like "oh great, another super easy game with bad balance." Of course, how much you need to do to level up is another factor.
I'm working on making a game of my own, and i've been leaning towards making level caps a result of atrophy for things like strength stats. Individual skills will have muscle memory, but if you become a couch potato, you get fat, which might increase damage (IRL stuff is based on weight more often than strength, even though the two usually correlate more than people realize). As you exercise, you loose weight, etc. You might forget things like spells over time, like in nethack, but i think it would be best to do it based on usage rather than when you last did a book.
Of course, alot of devs making games anymore loose site of the basics. IMO, the traditional way of allowing you to be OPed is ideal, because it puts the agency on the player to choose their difficulty and make the game practically a VN if they so choose. The problem is, the average reviewer often ends up hating this agency. On the flip side, pokemon got away with it and was wildly popular, so maybe companies could do away with letting reviews be their end-all-be-all guiding point, especially with all the "professional reviewers" out there.
EDIT: Also, RPGs leveling mechanics also lead to implicit "redemption stories" but this isn't particularly related to level cap.