leveling vs locationing
So, levels seem to be the standard method of lasting gameplay in traditional rpg design. Critters of dungeon level 3 are more powerful than critters of dungeon level 2 and so on -and thus adventures and their plots are modeled. And as you know, in game design terms, you need the experience points of dungeon level 2 to proceed to dungeon level 3.
Since we are dealing with rpgs, why not try to base game design on "locationing" instead. By "locationing" I mean to introduce more natural ways to close and open locations in the sense of a direct connection to plot development and PC choices. Those that have played classic rpg video games, such as Baldur's gate, can see how these games were based on something like this.
So why not try to develop this aspect of game design. "Locationing" in place of leveling?
So, levels seem to be the standard method of lasting gameplay in traditional rpg design. Critters of dungeon level 3 are more powerful than critters of dungeon level 2 and so on -and thus adventures and their plots are modeled. And as you know, in game design terms, you need the experience points of dungeon level 2 to proceed to dungeon level 3.
Since we are dealing with rpgs, why not try to base game design on "locationing" instead. By "locationing" I mean to introduce more natural ways to close and open locations in the sense of a direct connection to plot development and PC choices. Those that have played classic rpg video games, such as Baldur's gate, can see how these games were based on something like this.
So why not try to develop this aspect of game design. "Locationing" in place of leveling?