Ok, This seems a subject worthy of a thread.
I came from fighting games, they're my favorite type of games.
But I also have played some RPGs, but There's something that bothers me...
Remember when you have level +50 when you have a lot of HP/magic points and awesome skills?
I remember when I got that point, enemies can't kill me nor make me a lot of damage (except some -the hardest-) and that I can kill them with just 1 hit with awesome shit?
Yeah, It feels awesome, but FOR the first 10 minutes!, after that the games loses a little of magic and become boring.
I don't know about you, but games are supposed to become more harder as longer as you play it (becoming more familiar with the game mechanics and rules), making a magic that makes
9999 damage to all the monsters in the area and killing them all, doesn't seems like becoming a harder challenge. Or using a sword that makes more damage than the first weapon and getting an armor so enemies make you
0 damage.
Thinking about this in fighting games, they gave me some ideas that I would like to share to you:
*** Since the game should be easy in the first levels for newbies in the game, what about making the avatar in the first levels the same damage as actual 99 level in RPGs. (9999)
*** But since you increase your level, the game become harder, that is, you make less damage.
*** But, since increasing life number feels so good, what about mantaining that, more levels, more life (to support the damage made by monsters later in the game).
Although reducing life numbers while leveling up would make a more dificult game later.
You could say:
BUT WHY? Who in the earth would want that shit?
I say look at the fighting games, the characters who have more potential to hardcore players (in terms of combo potential and yomi) are the weakest, Look at Angel and Maylee in Kof 2002 (weakest characters in terms of defence and life points but more combo potential and fancy stuff).
That's why I said: Leveling up should create a more dificult game, that is: less HP, less defence, less attack, but more gameplay stuff (more magic points, more spells).
So... a low level character could be like a TANK but slower with the reactions, but a higher level could be FASTER but also WEAKER.
Beign Faster could be well designed, like making more attacks per turn, making attacks with two hands, to be able to deflect and avoid more enemy attacks, etc.
The diference between spells could be the charging time to make the spell, so It gives an strategy layer to choosing the spell besides to just choosing the higher number.
That way Final bosses could have less HP than just some fucking millions.
Also they could make less damage, but being faster.
Even the same concept of Level up could be given new meaning, a new layer, like some player wanting to stay like Tanks never leveling up and other gamers who want more fancier stuff, more spells could level up knowing the consequences.
Also there could be some way to downgrade one's level, but losing fancy stuff.
That way we avoid the fucking Level grinding that some games have.
We also make a more interesting game at the end of the story mode, not just having amazing shit but no challenge at the end of the game. (Lol, 9999HP and Life3 with 99 Elixirs
)
It could be usefull for MMORPG, just lvl 1 people could join team with 45 lvl people.
What do you think?
It's there a way to avoid the ugly feeling of being too overpowered when high level in RPGs?