I prefer the no-scaling solutions. Don`t really see why they can not work as you say.
I'm surprised you never noticed it. Let say a RPG have the main story/quest chains, involving all players get involved in 30 quests and corresponding xp. Then you have a large world with many non linearity with the amount of xp through quest and pure fights that worth 100 quests in comparison to the main story 30 quests.
The problem is that some player will do all those 100 quests and some other will just do 30 of them. If you don't see the difficulty problem rising from that then I wonder.
Another example is coming from the difficulty to manage non linearity and freedom to player.
With a word with freedom how you'll setup the step 10 of your main quest? Knowing that some players will explore a lot of the world before trying this step and will end too strong. Despite Morrowind hadn't fully static difficulty, I end in that problem in the whole last part because I felt into a bug blocking the main quest, then wanderer a lot and got a superman character, when I realized the problem and found how manage it, the game freedom still had let me the possibility to get a whole final quite easy that I made the two eyes closed.
- Joined
- Oct 14, 2007
- Messages
- 3,258