Paromlin wrote...
Clever design: The area is harder as you go deeper (into the forest/ruin/caverns), which allows exploration to a certain extent; depending on your skill, tactics, level. It's rewarding to go as far as possible because it provides your character with better items and experience. If you can't complete it on the first try, you simply change area and come back later when you're stronger (or ajdust the difficulty slider if you're one of the players that wants to be able to complete every area now, once you go there). This is done by progressively placing higher static level enemies deeper into the area.
But there's obviously positive feedback there. Get the rewards from deeper exploration and you'll be more powerful for later battles. Your final reward for all that success is an endgame that's a cakewalk, unless you're proposing to scale the endgame but not the rest of the game.
Experience from past non-linear games: Baldur's Gate, Fallout, Storm of Zehir to name a few. They're as non linear as it gets.
Baldur's Gate has some linearity, of course, since many areas don't open up until you've passed a plot milestone. More importantly, you level up very few times in the game, more exploration doesn't gain you all that much power. SoZ had one big gate in the middle, but other than that it was freeform. The advantage of the SoZ design is that you can see the RE's from a distance and so you know what's unsafe for your level. FO's a special case because it's not about mandatory combat the way that a typical fantasy RPG is.





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