Wunderbar
Arcane
- Joined
- Nov 15, 2015
- Messages
- 8,825
I'm sure this was brought up several times on codex, but i wasn't able to find any good threads.
One of pillars of RPG genre is progression - you start the game as some weak prisoner, and go all the way to becoming a demigod Chosen One. Usually progression is tied to both character's stats and equipment, and there are different types of equipment progression in RPGs:
1) Levelled equipment. There is a small amount of types of equipment, but it's artifically inflated by adding level number, roughly tied to character's level. At the start of the game you are using Mace lv1, then you replace it in favor of Mace lv5, etc. Sometimes you have random suffixes / prefixes, like Quality Mace of Fire lv7. Numbers aside, the item is usually the same - it uses the same moveset (in action-rpgs), relies on the same stat/skill, and sometimes even look the same. Progression is tied to character's level.
In my not so unpopular opinion it is the most degenerate system, only fit in diablo-likes and such. Devs are using it as a crutch, because they can't be assed to place loot on a huge 16x16km map filled with question marks and side activities by hand. Witcher 3 is a prime example.
2) Replaceable equipment. Probably the most popular system. Basically, there are a lot of differnet stuff in the game (usually hand-placed), and you replace it as you find a better one. At the start of the game you are using Shitty wooden club, then you throw it away in favor of Steel bludgeon, then replace it with Daedric mace, etc. Sometimes these weapons act similar and are purely incremental upgrade (Gothic, Morrowind), sometimes these weapons are fairly different but some of them are still vastly better than others (like 10mm pistol vs Hunting rifle vs Minigun in Fallout 1 - 2 - NV). Sometimes items have unique properties and can be upgraded for extended period of usage, but overall are still cannot be considered viable (like rusted weapons in Dragon's Dogma, which can inflict slowdown on enemies).
Progression is usually tied to either a story (merchants are updating their stock after some certain events), or player's metaknowledge (when the loot is 100% hand-placed).
3) Upgradeable equipment. Everything is viable - from a simple starting sword to a king's blessed claymore, as long as you keep it upgraded. The difference is usually in movesets (action-rpgs) or some other unique properties (different types of elemental damage, different stat scaling, class restrictions, etc).
Examples: Dark Souls (progression is tied to upgrade materials, and Embers - special item that unlocks new upgrade paths at the blacksmith), Fallout 4 (shitty pipe zipgun, 308cal bolt-action rifle and minigun all have roughly similar DPS, progression is tied to weapon upgrade perks which are in turn tied to character's level).
4) Unique items. The rarest example - every weapon is unique and falls into its own niche, every armor is unique and gives you a certain benefit. As you collect more and more items, instead of progressing into a more powerful being you just gain more opportunities.
Honestly, i can't think of a good example of such system in RPGs, because having unique items is mostly action-adventure Zelda-like thing. Maybe Deus Ex and System Shock?
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Any systems I failed to mention, and good examples, any opinions on which of them are the best one?
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Btw, despite beating Underrail, i'm still not sure in which cathegory it falls. On one hand it might be levelled equipment system (yikes) because of "quality" stat of crafting materials. On the other hand, it might be replaceable equipment system without (or at least with partially) hand-placed loot, because you generally find better gear as you progress further into story.
One of pillars of RPG genre is progression - you start the game as some weak prisoner, and go all the way to becoming a demigod Chosen One. Usually progression is tied to both character's stats and equipment, and there are different types of equipment progression in RPGs:
1) Levelled equipment. There is a small amount of types of equipment, but it's artifically inflated by adding level number, roughly tied to character's level. At the start of the game you are using Mace lv1, then you replace it in favor of Mace lv5, etc. Sometimes you have random suffixes / prefixes, like Quality Mace of Fire lv7. Numbers aside, the item is usually the same - it uses the same moveset (in action-rpgs), relies on the same stat/skill, and sometimes even look the same. Progression is tied to character's level.
In my not so unpopular opinion it is the most degenerate system, only fit in diablo-likes and such. Devs are using it as a crutch, because they can't be assed to place loot on a huge 16x16km map filled with question marks and side activities by hand. Witcher 3 is a prime example.
2) Replaceable equipment. Probably the most popular system. Basically, there are a lot of differnet stuff in the game (usually hand-placed), and you replace it as you find a better one. At the start of the game you are using Shitty wooden club, then you throw it away in favor of Steel bludgeon, then replace it with Daedric mace, etc. Sometimes these weapons act similar and are purely incremental upgrade (Gothic, Morrowind), sometimes these weapons are fairly different but some of them are still vastly better than others (like 10mm pistol vs Hunting rifle vs Minigun in Fallout 1 - 2 - NV). Sometimes items have unique properties and can be upgraded for extended period of usage, but overall are still cannot be considered viable (like rusted weapons in Dragon's Dogma, which can inflict slowdown on enemies).
Progression is usually tied to either a story (merchants are updating their stock after some certain events), or player's metaknowledge (when the loot is 100% hand-placed).
3) Upgradeable equipment. Everything is viable - from a simple starting sword to a king's blessed claymore, as long as you keep it upgraded. The difference is usually in movesets (action-rpgs) or some other unique properties (different types of elemental damage, different stat scaling, class restrictions, etc).
Examples: Dark Souls (progression is tied to upgrade materials, and Embers - special item that unlocks new upgrade paths at the blacksmith), Fallout 4 (shitty pipe zipgun, 308cal bolt-action rifle and minigun all have roughly similar DPS, progression is tied to weapon upgrade perks which are in turn tied to character's level).
4) Unique items. The rarest example - every weapon is unique and falls into its own niche, every armor is unique and gives you a certain benefit. As you collect more and more items, instead of progressing into a more powerful being you just gain more opportunities.
Honestly, i can't think of a good example of such system in RPGs, because having unique items is mostly action-adventure Zelda-like thing. Maybe Deus Ex and System Shock?
----------
Any systems I failed to mention, and good examples, any opinions on which of them are the best one?
----------
Btw, despite beating Underrail, i'm still not sure in which cathegory it falls. On one hand it might be levelled equipment system (yikes) because of "quality" stat of crafting materials. On the other hand, it might be replaceable equipment system without (or at least with partially) hand-placed loot, because you generally find better gear as you progress further into story.
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