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rpg elements and progression system

samoilaaa

Member
We can see that alot of games are implementing rpg elements like leveling system , skill upgrades to make the experience more enjoyable for the player , it gives a sense of achievement it makes us feel good to see numbers go up , the problem is that most of the time they are very shallow and feel like filler content , for example in assassins creed , instead of feeling natural to progress it feels like extra work and makes the game feel bloated

So how can rpg elements be implemented to make the progressions feel more natural and meaningful ?
 

samoilaaa

Member
Make an actual RPG or don't have RPG elements
yeah but the masses have become bored with traditional action games where you go from one point to another until the end of the game , unless you have a great story and characters to keep the players hooked they will be bored , thats why the need to add rpg elements , distract the player by making him level up or upgrade skills and gear
 

HL3.exe

Member
Games with 'RPG elements' used to be a selling point for me back in the 2000's. Thinking games would be more like Deus Ex, with open-ended missions with consequences and actual 'roleplaying' in dialogue. (-:

It turns out, 'RPG elements' means Diablo-like colour-coated loot grind and level-gating )-:
 
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hyperbertha

Member
If anything in a game feels like work, it's because there wasn't enough of a reward at the end of that work, or the actual 'work' wasn't engaging or fun enough to do, or both.
Solutions: make rewards/loot meaningful at the end of a task
Make combat fun ( which depends on a number of factors, but mediocre games traditionally fall into the trap of repetitiveness)
 

Guilty_AI

Member
yeah but the masses have become bored with traditional action games where you go from one point to another until the end of the game , unless you have a great story and characters to keep the players hooked they will be bored
Then make great story and characters? its also perfectly possible to keep players hooked on gameplay alone, without having to rely on a cheap leveling system. Just add some enemy variety as you go, add new challenges, keep enviroments feeling fresh, raise the stakes a bit, etc.
 

Wildebeest

Member
Give players exclusive character defining skills that open or close different paths through the game. Make it so there are multiple different characters in action, and you have to decide how to use them best in different situations, rather than have one jack of all trades hero character who can do everything once "numbers big now". Have a world that appears to react to your characters and their actions, rather than you the player reacting to a scripted drama that is playing out.
 

Saber

Gold Member
RPG lost all its meaning when they just slap into on a game "because" and make use of scaling enemies.
 
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