• Ephera
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    16 hours ago

    I always thought, it worked quite well to have different areas with weaker or stronger enemies. That way, you have challenges to match to your character’s strength, but you still have a form of progression and you get shown your power-level when you pass through a low-level area again. Downside for game studios is that this requires good world building, to guide players where they should or should not go. And yeah, that wasn’t exactly Oblivion’s strong suit with mostly everything looking like a high-fantasy meadow…

    • jjjalljs@ttrpg.network
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      15 hours ago

      I think having areas with weaker or stronger enemies is fine. Good, even. So long as you can tell by looking at them what you’re getting into.

      Dark Souls generally does this. A rotting skeleton is a low threat. A giant knight in black armor and man sized sword is a bigger threat.

      Oblivion will often have dudes that visually and behaviorally are the same, but hit way differently because of the numbers assigned to them. You can’t really look at a scene and understand what you’re getting into.

      Other games also do a bad job here. Borderlands for example will have identical looking bandits, but in this area they’re indestructible level 100, and that one they’re push over level 5. The ass-creed Viking one did the same thing. Archers on one side of the river you could ignore, but the far side would one hit you.

      I think a lot of studios don’t want to invest in the extra art assets and stuff when it’s cheaper to just use the same monster model and assign it different numbers.