5Warlocks wrote...
But I ultimately think that the claims that it's the level scaling that ruins the game which are missing the point. Look at how much has to be invested to make the game work without it. What you're doing is putting the cart before the horse: level scaling *as such* is not the problem, it is simply one aspect of the problem, which is that you do not like the way DA:O's system is set up (PCs get much more powerful, certain enemies do not seem as powerful as they should given their archetype, etc).
Good point.
I'd say that the main problem with DAO (and even beyond strictly the point of level scaling) is the extreme dissociation between the "game" side and the "world/story" side, which leads to many breaking of the suspension of disbelief.
In the "story" part, we're someone who is very skilled right from the start, a match from anyone in the land, and who uses her skills to best her opponents. Our character (story-wise, again) doesn't really improve, and is just naturally gifted. All our companions are, in fact, either experienced or gifted (or both) and don't have to improve either to be heroes.
But on the "gameplay" part, we start being a total greenhorn (level 1) to ends up being a killing machine (level 20+).
So there is a wide gap between what the story tells and what the gameplay shows. It's like if the game was trying to obey two archetypes at the same time : the Story of the Big Hero and the Starting From Scratch Game.
It ends up having both parasiting each others. And it shows the worst flaw of DAO : lack of immersion because gameplay just shows his head far too much, and constantly reminds you "this is a game, this is a game", rather than grabbing you inside the world of the game and letting you "believe" you "are" the character.
Some would say it's an attempt to concile two major staples of RPG, I say it's bad design.
If you're going to include progression, then put a story where you start small and end up big.
If you're going to be The Hero, then use a system that isn't based on going from level 1 to level 25.
But doing both is just contradictory.
It's quite acceptable both to not enjoy the way an RPG is designed, and to explain why on the game's forums so that developers can take your feedback into account for future products. But you're using level scaling as sort of a red herring. It seems apparent that Dragon Age just wasn't designed to be the kind of game you like. IMO, it's a bit of a waste of energy to argue for at the design team to perform a complete 180 on how a very successful product is built.
I think that energy would be better invested looking for RPGs that meet your very stringent criteria. BioWare isn't making your sort of game. That's a shame, and I know the feeling personally because for numerous reasons DA:O is the first RPG since BG2 that I felt was "made for the audience that is I."
I disagree with this part. I
do like the kind of games Bioware do, because of the story and characters part.
What I do not like is the
gameplay design and how it ends up shattering many actual good sides of the game by invading too much.