I realize that some of this may overlap with other genres of games, especially player/party stats, but it seemed more relevant to make the post here based on my gaming experience. I'm just curious as to what your opinion or preference is to the following features in RPGs (or other game related genres).
1) Level Scaling: Not present in all forms of RPGs, but it seems the inclusion or exclusion of that element is more apparent in an open world structured game. Oblivion had level scaling, while Skyrim didn't. Skyrim employed more of a hybrid system where most enemy "types" had a range of levels. Piranha Byes games and The Witcher 3 don't, resulting in exploration that can be tense because you don't know what level of enemy you'll encounter. There are many variations of how "level scaling" is employed, but personally I don't like that feature in RPGs. I'd rather have the tension of not knowing what I'll encounter when I explore.
2) Experience Point Gain: ARPGs have that formula of "kill enemies, gain experience, level up character", and it works for those types of games, and I'm fine with that, gameplay is based on killing, looting & leveling up. In other types of RPGs, I prefer a system that relies on completing quests or using skills to gain experience. That's my preferred method of gaining experience and leveling up.
3) Player and/or Party Stats: I'm a stat-freak, I admit it; I love those gameplay totals stats that show what I, or my party, have accomplished during the game but have no effect on the actual gameplay. How many locks have I picked? How many wolves have I killed? What are my party's members kill counts? How many games of Gwent have I won and lost? It's an endless list, depending upon the game. Some games do it, some don't, and I'm not going to start listing all the examples of games at this point, but I do love it when a game includes those stats. (This is the one area that encompasses multiple game genres, like @Brian Boru 's Far Cry 6, but it seemed relevant to include it in this post rather than make another)
1) Level Scaling: Not present in all forms of RPGs, but it seems the inclusion or exclusion of that element is more apparent in an open world structured game. Oblivion had level scaling, while Skyrim didn't. Skyrim employed more of a hybrid system where most enemy "types" had a range of levels. Piranha Byes games and The Witcher 3 don't, resulting in exploration that can be tense because you don't know what level of enemy you'll encounter. There are many variations of how "level scaling" is employed, but personally I don't like that feature in RPGs. I'd rather have the tension of not knowing what I'll encounter when I explore.
2) Experience Point Gain: ARPGs have that formula of "kill enemies, gain experience, level up character", and it works for those types of games, and I'm fine with that, gameplay is based on killing, looting & leveling up. In other types of RPGs, I prefer a system that relies on completing quests or using skills to gain experience. That's my preferred method of gaining experience and leveling up.
3) Player and/or Party Stats: I'm a stat-freak, I admit it; I love those gameplay totals stats that show what I, or my party, have accomplished during the game but have no effect on the actual gameplay. How many locks have I picked? How many wolves have I killed? What are my party's members kill counts? How many games of Gwent have I won and lost? It's an endless list, depending upon the game. Some games do it, some don't, and I'm not going to start listing all the examples of games at this point, but I do love it when a game includes those stats. (This is the one area that encompasses multiple game genres, like @Brian Boru 's Far Cry 6, but it seemed relevant to include it in this post rather than make another)