I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.
Now even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to รผber powerful levels and become a god in their fantasy world. Can you blame them?
You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.
Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.
Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.
Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.
Do you like your RPG’s to have a definite end and a high but capped level?
Hi guys!
First of all: congratulations to 500 episodes ๐ There are not many (good) podcasts who have so many long episode. Long because nearly every podcast of your show is about an hour. Itยดs nice to hear Paul again on the show .. he has such a nice humor, i love it ๐
Regarding the topics in this episode: i really like POP Figures ๐ I have all 11 from Magic The Gathering, all from Back to the future and all from Michael Jackson. i like them as decoration for my gaming room ๐
These games like skylanders, Lego Dimensions and so on: i dont like it that much .. its too expensive and the game itself is not that … intersting in my opinion :/
It was nice to hear, that you are Star Trek Fans (or something similar like that ^^). Did you watch the latest series? Discovery? It think it was quite nice so far, even if it was strange to see the Klingons like that ๐
To the question of the week: my choice of the Parker Boardgame would be Monopoly, because i played so often as a little kid (ok i did not have any other boardgame …).
Keep on the good work guys and thanks again for your Podacst!
Greetings from germany,
Ralf
sorry forget something: the new title song is way better then the one before ๐ but not as good as the one you had very man epidsodes ago. I already told it Jonah, but i dont know which episode it was (not the Robocop or Mass effect one).