@Sarafan's post in another topic reminded me of an issue I mumble about a lot: RPGs that are supposed to be non-linear but actually are. I'm not talking about cheap dialog choices where the only difference the choice makes is that one or two lines of dialog will be different, I'm talking on the strategic level: what quests are you going to do next? There have been several games over the decades that will let you go wherever you want in the world. If you want to skip right to the end, you can walk right up to it and either exploit some bug you found or get completely slaughtered. In fact, while you're allowed to go anywhere, if you want to actually survive there's actually only one place you can go.
In my book, that's a linear RPG. Now I've got nothing against linear RPGs! It can really help the game weave a much more interesting story but it bothers me when companies and customers proclaim that a game is non-linear when it's actually quite linear.
One way this can get fixed is to flatten the difficulty curve. Say your game has 20 different areas and your character levels range from 1 to 20. If the power of the players increases so much at every level that, at level 8, going to the level 9 area would be nearly impossible while going to the level 7 area will be a complete cake walk then obviously people aren't going to be able to do your game in a non-linear way. If you flatten that out so that the player can have good fun even when a level or two off, then the player can do things a lot less linearly. Of course, there's a cost: the player also isn't going to see his/her characters' power increasing as much. If you want to player to get to really epic power levels, you're going to need to make a really long game.
Another way is to make redundant content. The level 8 characters still get beat up hard in level 9 areas and fall asleep in level 7s but there will be at least two level 8 areas to pick from. Witcher 2 pulled this off really well. Unfortunately, it means developing a lot of content that half the players won't even see. It can also be a bit rough on the player. If you don't expect to play a game 2+ times, you've got to decide which content you aren't ever likely to see!
Finally, there's level scaling which Bethesda is so famous for doing. Wherever you go, the game alters the challenges to match your level. Go into a cave at level 2 and you might see goblins. Go into the same cave at level 20 and it's a conclave of vampires. City of Heroes had this so detailed that other people could join in to your group and, when you turned the next corner, there's suddenly far more enemies to take down! This certainly makes the world very open but it can lead to some crazy situations like Oblivion's highwaymen with weapons an armor that kings would envy. It also denies the player the ability to seek out something extra easy or challenging - wherever you go, the enemies are going to be just the right level for you.
Of course, you can also mix these systems up. For instance, you could have level scaling that only works within a range of values. That goblin cave may give you bug bears at level 6 but, if you go in at level 16, it will still be bug bears.
What sorts of solutions do you folks like?
In my book, that's a linear RPG. Now I've got nothing against linear RPGs! It can really help the game weave a much more interesting story but it bothers me when companies and customers proclaim that a game is non-linear when it's actually quite linear.
One way this can get fixed is to flatten the difficulty curve. Say your game has 20 different areas and your character levels range from 1 to 20. If the power of the players increases so much at every level that, at level 8, going to the level 9 area would be nearly impossible while going to the level 7 area will be a complete cake walk then obviously people aren't going to be able to do your game in a non-linear way. If you flatten that out so that the player can have good fun even when a level or two off, then the player can do things a lot less linearly. Of course, there's a cost: the player also isn't going to see his/her characters' power increasing as much. If you want to player to get to really epic power levels, you're going to need to make a really long game.
Another way is to make redundant content. The level 8 characters still get beat up hard in level 9 areas and fall asleep in level 7s but there will be at least two level 8 areas to pick from. Witcher 2 pulled this off really well. Unfortunately, it means developing a lot of content that half the players won't even see. It can also be a bit rough on the player. If you don't expect to play a game 2+ times, you've got to decide which content you aren't ever likely to see!
Finally, there's level scaling which Bethesda is so famous for doing. Wherever you go, the game alters the challenges to match your level. Go into a cave at level 2 and you might see goblins. Go into the same cave at level 20 and it's a conclave of vampires. City of Heroes had this so detailed that other people could join in to your group and, when you turned the next corner, there's suddenly far more enemies to take down! This certainly makes the world very open but it can lead to some crazy situations like Oblivion's highwaymen with weapons an armor that kings would envy. It also denies the player the ability to seek out something extra easy or challenging - wherever you go, the enemies are going to be just the right level for you.
Of course, you can also mix these systems up. For instance, you could have level scaling that only works within a range of values. That goblin cave may give you bug bears at level 6 but, if you go in at level 16, it will still be bug bears.
What sorts of solutions do you folks like?