Scaling XP systems

 Scaling XP systems I have a love hate relationship with design wise and putting it into my own games. For the XP systems you have it where under this system the level difference between you and your enemy changes how much XP you get; the higher the level the enemy compared to you, the more XP you get.

On one hand you have it where in Pokémon Black and White it was annoying due to the fact that the XP system was already slow in the game, this system mostly works when you can get your hands on higher LV enemies early or have a more consistent way of getting high level enemies early, however in Pokémon that is almost impossible in Black and White with the fact that there isn't a consistent way without RNG manipulation to do this. To be quite honest this is the biggest pain in the butt to get down because of the design and generally speaking you need areas or an area where players can face off against higher level opponents.

On the other hand; in doing so you can make it where players level up too quickly and steam roll over other enemies. So again; a balancing act, it's not the worse system idea but you have to keep things in logical order and see where you're doing a useful idea/ tactic to introduce said concepts but at the same time said ideas can be ignored when the player levels up and levels up too far beyond the original levels of the enemies in the first place.

Often times I only see it being done with the players leveling up too slow and making things far too grindy because of the lack of high level enemies. That again you have to think these things through.

Other factors on this front are cool and I would love to see this idea explored further with maybe even having it where fighting against said enemy type with the weaker typing match up giving an advantage difference for what deals more damage to who. That's just me however.

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