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 über 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.
Thanks for the episode as usual 🙂
I am still playing a lot of Pokémon Go cause I walk around a lot. My life is too fucked up at the moment that I don’t want to start a new game like baldurs gate. I really want to play it, all my friends are playing it and they love it.
Jonah is the first person I know who doesn’t like it and talks that bad about it …. But that’s ok for sure… it’s everyone’s personal thing to like something or don’t like it. Even if it’s only to be against 96% of all reviews ?
The other games you talked about, I really don’t know … besides suikoden .. that’s the only one I heard of from the Original PlayStation.
I did not play any sf6 but I like that tmnt costume idea, but I don’t like the price 🙁
I still want to watch the evo, especially the Street Fighter tournament … so I had to skip the last minutes of your podcast… I was afraid you talk about it ?
Ok, that’s all for today.
Stay healthy and happy 🙂
Greetings from Germany,
Ralf