Kaos
Full Member
The soulsbourne series has it spot on without even needing a scaling system of sorts. Yes a tough enemy can be overcome through the sheer attrition of of grinding your stats, but they will always still posses enough of a challenge to two shot complacent players.But that's the problem, it's about how they level not that they do. It's great to have higher level areas, that's not what we are saying to take away! But the scaling should never be flat, it should never merely be them adjusting to your level and just becoming bullet sponges, that absolutely terrible and cheap design.
The Witcher 3 was notorious for a terrible levelling system (Oblivion was too but for two different reasons) especially the weapons found for example. You can still have the player feeling all powerful without the levelling leaving behind the joy of finding new weapons to use and a challenge, it's a case of balancing it. Cyberpunk would have been the ideal game to use a system where the level doesn't just scale, but the enemies adjust tactics to suit the player depending on the build, for example. But obviously thanks to the many huge flaws that won't be happening on any great scale.
Like I say, there's an in between to be found. Flat scaling is trash, but so is bullet sponging at high levels.
I can’t remember what game it was, but there was one that tackled higher difficulty in a unique way. Enemies would kill you easier, but they themselves would also be easier to kill. It was an indiscriminate high damage, low defence threshold for both player and enemies alike. It really cultivated a high risk high reward tension which is what higher difficulties should do. The same logic should really be experimented with in RPGs to circumvent the bullet sponge tedium.