I want to get into computer game design and one aspect of video games that intrigues me is the mathematics behind RPGS.
I wonder how they come up with the calculations behind combat etc. but one important part in a lot of RPGs is the focus on levelling up.
Which of the following do you prefer:
1. Static enemy EXP and increasing level up requirements
In some games the enemies will always produce the same amount of EXP but the level up requirements experience exponential growth.
2. Decreasing enemy EXP and set level up requirements
The enemy EXP lowers as your level rises but you still require, say, 100 points to achieve the next level. Paper Mario has a simple level-up system like this where although you will always need 100 points. As you level up, enemies that produced 3 EXP produce 2 and eventually 1.
3. Decreasing enemy EXP and increasing level up requirements.
Not only does the EXP gained from each enemy lower but the requirements to reach the next level increase each time.
They can all be used to achieve roughly the same effect but I believe that you can have a personal preference.
In the same way that Mario produces a 100 instead of 1 when he stomps on enemies, there's something more pleasing to collect larger points even if it's impossible to get "1". For this reason I dislike when EXP drops.
I'd like to know more about the thoughts going into these mechanics but it'd be interesting anyway to discover what people prefer.
I wonder how they come up with the calculations behind combat etc. but one important part in a lot of RPGs is the focus on levelling up.
Which of the following do you prefer:
1. Static enemy EXP and increasing level up requirements
In some games the enemies will always produce the same amount of EXP but the level up requirements experience exponential growth.
2. Decreasing enemy EXP and set level up requirements
The enemy EXP lowers as your level rises but you still require, say, 100 points to achieve the next level. Paper Mario has a simple level-up system like this where although you will always need 100 points. As you level up, enemies that produced 3 EXP produce 2 and eventually 1.
3. Decreasing enemy EXP and increasing level up requirements.
Not only does the EXP gained from each enemy lower but the requirements to reach the next level increase each time.
They can all be used to achieve roughly the same effect but I believe that you can have a personal preference.
In the same way that Mario produces a 100 instead of 1 when he stomps on enemies, there's something more pleasing to collect larger points even if it's impossible to get "1". For this reason I dislike when EXP drops.
I'd like to know more about the thoughts going into these mechanics but it'd be interesting anyway to discover what people prefer.