On Levels

Blaugust Post #11

Not too long ago, Tam wrote a post (and a follow-up) about why we should get rid of levels. SAO contains hints of this, mentioning how a level-based system isn’t really fair in PVP contexts, with a subtler hint at the same idea explaining why the second arc doesn’t have levels. In general, I don’t disagree with the arguments presented, but I still think levels are worth keeping.

Progression

It’s possible to have progression without using levels, but I feel that having a level as a symbol of how far you’ve come is more important than any actual increases you get from it. Diablo 3 is a good example of this, as each paragon level doesn’t get you much, but it still feels good to get the level up animation and sound. Skyrim likewise gives you a small power boost as you level, but a large part of your power is based on your skill levels, which might be somewhat far removed from your actual level. (A system was introduced after Dragonborn came out that even lets you reset your skill levels and level indefinitely.) I haven’t played a lot of SAO: Hollow Fragment yet, but it seems to work similarly. (It also has the somewhat ridiculous level cap of 250, and Kirito starts at level 100. These numbers are kind of just there.) Tam kind of dismisses this point, but I feel like it’s relatively important. Even at max level in games with vertical gear progression, you tend to make a different number go up (since both WoW and FF14 tell you your average item level). Admittedly, there’s no “ding” noise for hitting ilevel 170.

Yes, I hit 70 on my first character from desecrating a fire.

Baby + Bathwater

I think more than that, my problem is that most level-less systems that I’ve seen so far either aren’t (TSW) or are 100 times worse (Destiny), with a few exceptions. EVE seems to have figured this out, but it has the problem of being EVE. TSW claims not to have levels, but that’s a big fat lie, as your power is 90% based on your talisman levels. If the big skill wheel was all there was, that game could still be compelling, but they felt the need to add a power gating mechanism on top of it. Contrast this with Guild Wars (the first one), which had actual levels, but intended you to hit the level cap (20) about a third of the way through the campaign. The bulk of your time is spent acquiring additional options, especially Elite Skills, which had to be acquired from bosses out in the world. It’s not a level-less system, but it acts like one, and I find it one of the better examples of such.

On Levels
There are… other problems with this wheel.

Destiny tried to be like Guild Wars, but is structured more like WoW or FF14. The story is enough to take you to about level 20, and you have “light levels” after that. Most options for getting additional light relied on random drops, and your light level still restricted what you could do, so this ended up being worse in almost all cases than having normal levels. Bungie seems to agree, and is going to normal levels with their first real expansion. Most systems I’ve seen so far that attempt to gate power in a way that isn’t related to level don’t actually fix any of the problems Tam outlined. As a consumer of games and not a designer, levels are easy to understand and mostly work, so I think I’ll stick with them. Changes have to do better than “mostly work”, and so far I can’t think of any that have.

On Dancing

Blaugust Post #10

Last night, our Monday raid beat up Bismarck (Extreme). It helped a lot to have Belghast, who cleared it with the Wednesday group last week, but it was still the first kill for 5 of us. Bismarck is one long DPS check, but more than that it’s the kind of “controlled chaos” fight that the Monday group excels at with AOEs flying everywhere and weather changes that have to be reacted to appropriately. Clearing this fight opens up our way to Thok ast Thok (Extreme) and the hardest current encounter in the game outside of Alexander (Savage).

1-2-3

As suits his music, Ravana asks you to dance. It’s the kind of intensely structured encounter where you need to know what’s coming, as reacting to it is generally not going to be fast enough; it’s kind of like Titan in this sense. In addition to his normal abilities, Ravana has a series of attacks called “Liberations” (Prelude to Liberation, Liberation, Swift Liberation, and Final Liberation). Each of these is a 15 second cast (he takes bonus damage while using these) that ends with a very choreographed attack pattern. These vary in difficulty from “You remember Ifrit EX, right?” to “What madman came up with this nonsense?”.

Fortunately, all is not lost, and Someone came up with these simple animations to show one way of dealing with what’s going on. I love it when players do awesome things like this, because trying to explain Final Liberation in just text requires a lot longer than the 54 seconds of this video. Understanding how and why it works that way isn’t really something you can get from the video, so there are some drawbacks there too.

On Fantasy

Blaugust Post #9

One of the experiences from my childhood that I remember strongly is during a neighborhood block party, my mom rented a projector and a whole bunch of people watched Star Wars in our basement. I was always fascinated with the planets, and space, and astronauts; I even went to Space Camp when I was 10. It might come as a bit of a surprise that at this point in my life, I vastly prefer Fantasy to Sci-fi.

Really, it’s the Dragons

I know Medieval Fantasy is standard and boring to a lot of people, but if it has swords and magic, I’m still interested. I just like the concept of doing things that don’t really need an explanation. Magic in most settings is internally consistent, but doesn’t work based on any real world principles, and I actually enjoy that. Likewise, fantasy opens up possibilities for things that can’t exist according to physics. Dragons are chief among these, but most of the monster manual qualifies. My initial qualifier, “has swords and magic”, doesn’t lock down medieval settings, as Shadowrun and The Dresden Files also qualify.

On Fantasy

Like a Marshmallow

There are exceptions, of course. I’m a big fan of both Star Wars and Mass effect, but neither of those really fits into the realm of hard Sci-Fi. (In fact, both of these settings qualify as “has swords and magic”.) Things like 2001: A Space Odyssey or even Ghost in the Shell tend to lose me after a bit. Star Trek is somewhere in between, because it chooses to disregard odd parts of reality while still feeling like Sci-Fi.

On Dancing

Blaugust Post #10

Last night, our Monday raid beat up Bismarck (Extreme). It helped a lot to have Belghast, who cleared it with the Wednesday group last week, but it was still the first kill for 5 of us. Bismarck is one long DPS check, but more than that it’s the kind of “controlled chaos” fight that the Monday group excels at with AOEs flying everywhere and weather changes that have to be reacted to appropriately. Clearing this fight opens up our way to Thok ast Thok (Extreme) and the hardest current encounter in the game outside of Alexander (Savage).

Ravana

1-2-3

As suits his music, Ravana asks you to dance. It’s the kind of intensely structured encounter where you need to know what’s coming, as reacting to it is generally not going to be fast enough; it’s kind of like Titan in this sense. In addition to his normal abilities, Ravana has a series of attacks called “Liberations” (Prelude to Liberation, Liberation, Swift Liberation, and Final Liberation). Each of these is a 15 second cast (he takes bonus damage while using these) that ends with a very choreographed attack pattern. These vary in difficulty from “You remember Ifrit EX, right?” to “What madman came up with this nonsense?”.

Fortunately, all is not lost, and Someone came up with these simpleanimations to show one way of dealing with what’s going on. I love it when players do awesome things like this, because trying to explain Final Liberation in just text requires a lot longer than the 54 seconds of this video. Understanding how and why it works that way isn’t really something you can get from the video, so there are some drawbacks there too.