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  • Showing only topics with the tag "game mechanics". Back to normal view
    1. I want an RPG with reverse leveling

      You start at max level with everything unlocked. As you play the game, you slowly level down, choosing which attributes to reduce and which skills to forget. Obviously, it will have to be tied to...

      You start at max level with everything unlocked. As you play the game, you slowly level down, choosing which attributes to reduce and which skills to forget.

      Obviously, it will have to be tied to the story - maybe you are poisoned/cursed in a fantasy game, or an implant is malfunctioning in a sci-fi game. I'm sure a good writer can come up with something really cool to justify it narratively.

      It will solve many problems modern RPGs have:

      1. Solves "the world-saving heroes are a bunch of murder hobos" issue. If killing levels you down, players will avoid killing as much as possible. Like, you know, actual heroes would.

      2. Fits the actual player skill level. When you start a new game, you are bad at it. Makes sense to compensate by giving you powerful abilities. Late game you know how to play well, you know the enemy weaknesses, you know how everything works. You can successfully kill the enemy with a much weaker character.

      3. Allows you try out stuff. You can try the abilities before you forget them, see what you like to keep. In current RPGs you don't know which are the cool (or needed) abilities so you might spec into something you dislike. The current "fix" is to allow players to respec later, but that always felt like a bandaid solution. And a bad one at that, as it removes the weight of making choices, as you know you can always undo it. And respeccing rarely makes sense narratively.

      4. Fixes pacing. Current RPGs start strong with the story, but then people put it on hold to do lots of side content. 80 hours of chasing question marks and 117 games of gwent later, people barely remember what the story was about and kinda speed through it just to finish it, because they are already kinda done with the game. But if you had leveling down, people would be naturally incentivized to move on and not level down too much in the same area.

      5. Creates urgency. I hate the ludonarrative dissonance in RPGs where the world is supposedly about to be destroyed, but the heroes are busy solving every rando's basement rats problem. It's ridiculous.

      6. Gives side-quests weight. Do you wanna help that orphan and level down, even though they won't give you anything? Or help the rich asshole who'll give you a powerful weapon you'll need late game? Or maybe you help both and spend hours on the next battle because you were underleveled, making you think twice before helping everyone in the next village?

      7. Solves item hoarding. People love to keep potions and scrolls for later "just in case". But that "case" never comes because you only get more powerful later on. But if you were to get weaker, those items are actually needed late game. A lot more uses for that stamina potion if your stamina actually is shit.

      8. Creates replayability. Instead of doing one run of a 200 hour bloated game, where you kinda got tired of it a while ago... you could have a regular 40 hour run and only do small part of the side-quests. Then you play something else. Then you come back to it and do another run, do a different set of quests, maybe this time spend more time in a different area.

      Obviously I doubt any major studio will do something like that. I'm asking them to punish the player for playing the game. But maybe as the tools to create good-looking games become more accessible/cheaper, some smaller team can make something like this, I do think it has a lot of potential. I wouldn't be surprised if it already exists as a passion project in RPG Maker or something, but I kinda want to play something with actual graphics.

      14 votes