Level
scaling is a gameplay mechanic in RPG's designed to keep the player challenged
throughout the game by increasing the difficulty of enemy encounters
in conjunction with the players own progress, as opposed to having enemy levels locked from the beginning of the game.
The idea
is to prevent the player from out-levelling all of their opponents
and becoming overpowered, making enemy encounters less challenging
and fun. This can be achieved by increasing enemy health and attack
values as the player levels up, giving enemies higher tier weapons
and armour, replacing enemies encountered in areas at lower levels
with more powerful ones, or any combination of the three.
Level
scaling is somewhat controversial due to what some players see as a
removal of any true feeling of progress. When all areas of the game
present roughly the same level of challenge the sense of achievement
in conquering them can feel hollow. The Elder Scrolls IV: Oblivion
faced criticism over it's method
of level scaling which
produced scenarios like
common low-tier enemies being
encountered at higher levels
suddenly using rare and powerful gear. Oblivion's
follow-up The Elder Scrolls V: Skyrim alleviated
some of these issues by introducing segmented level scaling, where
enemies in different areas of the map were locked to a certain level
range but would still scale with the player until they entered that
area for the first time.
Games
that feature level scaling include Dragon Age: Origins,
Final Fantasy VIII, and
The Witcher 3: Wild Hunt (as
an optional mode following a patch.)
Thanks
for reading Words to Know. No links relevant to the post this week
but if you're a fan of Player
Unknown's Battlegrounds I've been getting a kick out
of Eurogamer's
Livestreams of the game, which they do weekly. WARNING: They're
not especially good at it.
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