Hugin said:Elder Scrolls 3: Morrowind did something with both grinding and open world that would not be possible today, which is "allow the player to run into and away from challenges they cannot beat." There's something of a heatmap, with areas close to cities and the southwest of the map lower leveled, and areas far from cities and in the northeast higher leveled. And then the player naturally wanders around, bouncing off areas with high-leveled Ogrims wandering around and NPCs regularly telling you to run from fights and to carry teleport scrolls in case you get into trouble. So you naturally focused on areas where you could win, steadily spending more and more time in difficult areas as higher-level quests pushed you in those directions, until naturally you were comfortable there.
Part of the problem is that much of the modern gaming sphere makes enemies always beatable. Look at the memes from the Ice Troll on the 7000 steps in Skyrim, or Slay the Spire 2 devs having to put in a note like "Not everyone can or should attempt Asc 10, be happy wherever the game is fun for you". Players don't know how to react if something isn't possible(or is extremely hard) and I don't think a single game can fix it.
That's basically what the fan game Sardonyx: Raised to Win did. It's a bit on the edgy side with the protagonist confronting an evil team of ruthless Pokemon murderers very early, but I can see some inexperienced kids letting their curiosity get the better of them to get caught unaware. Even then, the evil team members warn you that your mons can die if you lose, and allow you to run away from unwinnable battles or at least avoid the worst outcome. All you have to do it is pretend it's real, and pay attention to the clues given by NPCs.
There are several members scattered across the accessible cities. They have Pokemon at certain levels, and you're reasonably likely to win the 1v1 battles they challenge you to if you bring the right mon and use the right moves as well as items. On Normal, you can even walk away from the optional battles when they warn you.
The first mandatory battle is against a Sneasel you have a decent chance to beat. After that, you're given the option to fight a much stronger Haxorus, but the guy makes it clear that you'd be pushing your luck. If you don't take his warning seriously, you're suddenly in a battle you can't possibly win unless you get extremely lucky with evasion, and you lose the mon you've sent out. This establishes that the evil team has some twisted sense of honor, but still doesn't mess around.
The next one is against a Feraligatr. The police investigate the crimes committed by the evil team, and take you to the police station as a witness. You end up going with a few adults, but they don't set out to let you do everything. The group ends up going to an island protected by Lugia to investigate further, but the evil team's Articuno defeats the Lugia. The adults use their Pokemon to hold off the bad guys for a while, but the Feraligatr guy ends up targeting you. There's technically a way to defeat the Feraligatr, but the game treats it as null and void. You can't walk away either, but you CAN avoid losing Pokemon by exploiting a weird evolution method mentioned by an NPC. Then they let you escape out of respect for you outwitting them instead of throwing a tantrum. Then the adults regret bringing you there, but it's somewhat an understandable decision as you're a very valuable witness.
The last mandatory deathmatch is against a Gen 3 Soul Dew Latios. Despite his power, he's very young and inexperienced, which is reflected by its random AI. It's level 30, and your level cap is 35 in addition to you being allowed to switch Pokemon. His trainer is the same guy with the Sneasel and Haxorus, but these mons were much less random. He has a lot of confidence in his prized Latios, and wants him to fight and learn by himself to become the perfect weapon.
I really liked how our decisions actually mattered there.
ant4456 said:the best rpg take is that leveling is a outdated system and progression should come from actually cool and material things rather than what number
like ive been playing splatoon raiders, good game, but the level up system is dumb compared to the much better progression of upgrading your gadgets/chips that let you do new things and experiment. that is fun progression while levels only have three modes: 1. you're underleveled and you might just lose because you don't have the stats 2. the game plays normally 3. you are overleveled and you might just win because you have the stats (boring)
i keep going back to "pokemon would totally work without level ups" bc its just true imo, new moves, EVs and evolution are enough progression that make training the same pokemon rewarding without needing levels
The thing with Pokemon is that levels increase all the stats, and both the relevant defense and HP stats govern bulk. So, if you want to be n^2 times as bulky, you need to be at n times your previous level. If your level is n times the "ideal" level, your bulk is n^2 times the ideal bulk, so when n<1, it's very punishing, and when n>1, it's pretty boring.
Even "better", the "total threat output" would roughly be based on bulk * relevant offensive stat, because you can't deal damage if you're dead. So, if your level is n times the "ideal" level, your TTO is n^3 (!) times the ideal one. Do the math.
If the stats increased by the cube root (or at most the square root) of the percentage of the level improvement rather than arithmetically (maybe with the exception of speed because it acts by itself and you're either faster or slower than your opponent), it would have been a lot more reasonable.