this post was submitted on 18 Dec 2024
60 points (98.4% liked)

Games

32968 readers
1115 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 2 years ago
MODERATORS
 

Personally I dislike it very much. It take feel of achievement. Why even bother with gaining experience if it makes enemies stronger?

you are viewing a single comment's thread
view the rest of the comments
[–] False@lemmy.world 3 points 1 week ago (1 children)

Leveling systems come from pen and paper D&D, which was inspired from wargames where units gain experience.

[–] Glemek@lemmy.world 4 points 1 week ago (1 children)

I think the place they are getting the bit about patience from is specifically dragon quest. Where the devs intentionally positioned it in opposition to other games of the time that required you to get good so to speak.

I read an interview a few years ago, I think with Yuji Horii about the design in dragon quest being set up specifically so that by sinking time in you would eventually overpower everything and progress, even if you never improved at the game mechanics. I couldn't easily find it again when I looked to link it but maybe I will be able to later today.

[–] emb@lemmy.world 1 points 1 week ago

Yep, that is indeed what I was thinking of (though I don't have a link handy either).

Didn't mean to imply that's where experience levels were invented. The clarification is appreciated though.

And even thought I was alluding to that DQ comment, I'm sure it wasn't the first game to adapt experience levels, and across the board making things easier wasn't always the impetus.