Leveling has been an essential part of game design and progression since the origins of RPG design. However, I’m finding that modern games are missing the point on leveling design, and I wanted to share my thoughts on how we may have outgrown the original use of leveling.
Over the last decade we have seen an interesting change in action and multiplayer-based designs with the adoption of RPG systems and progression. From the likes of Borderlands, Dark Souls, Call of Duty and many more, the RPG influence has had a profound impact on game design and progression. With that said however, it’s not the magic solution to good design and can do harm to a game’s long term viability if not kept in check.
This week on the cast, we sat down with Martin and Andrej of Poetic Studio to talk about RPG design and how they’re planning on developing their title Sacred Fire if it meets its Kickstarter goal.
Today’s Critical Thought looks at the difference between WRPG and CRPG design. CRPGs were originally designed around pen and paper systems and focused on tactical combat systems. WRPGs of today are more about the storytelling and less on the design.
This has led to an interesting three way debate between JRPG, WRPG and CRPG designs. I talked about the evolution and what’s happening today in the CRPG and WRPG market.