Skip to main content

What does a good game consist of? (part 5)

Levels grinding

Experience points (XP) hunting means getting a certain amount of experience points to progress to the next level and is a one of the core game aspects of many games.

It is so popular in games the fact is I saw it in more than 100 games. And rightfully it is, as it's a master-piece of what many people love. But what is the underlying mechanism? While it may be lots of fun for many players, the whole point is just doing the same kind of tasks to level up.

Personally, I don't find that too interesting. I mean clearly it is there for a reason, but why would anyone call it fun, if we look directly at the underlying mechanism?

Is it fun then because of  being a superior level? There is a level cap in most games, but what about ones who use infinite level cap? Well I think this a good step beyond capped-skill leveling, but clearly we can go further than so by going a step ahead?

My idea is basically to make something which requires doing special tasks, such as getting more XP by doing epic quests.

The whole point of this post was to show you classic level grinding doesn't have to be included in any game, even in a role-playing game(RPG). If there is really a better leveling system possible, clearly we can make a better one! This won't save the world, but you should consider it before trying to make another MMORPG(massive-multiplayer online role-playing game) which lifespan relies on classic leveling.

Comments

Popular posts from this blog

Level design basics, part 2

An arch level design is hard, as it doesn't involve only polygon boxes, but also also three dimensional curve lines. If you ever played. Americas army 1, you'll know how hard it is to make a curve building, like the famous over played bridge crossing map. The point is to start. With one curve. Curve is not a straight line, but it's still a line. Means it is possible to apply lines into a three dimensional level. arch 0 0 1 0

static mesh render

Static mesh is a data compound of a three dimensional object in time and space. To render one, it takes a one big storage file that contains all the data about the object. That data has to be stored on a disk drive. The really tricky meshes to render are the flying ones. It's a completely different air pressure. The data gets written to a game memory log, it's a massive multiplayer online game, otherwise in the cloud, like Steam. To render one, the data from the level and monster data files to the monitor handling chip. Monitor handling chips vary based on personal computers, lap tops, operating system, processor and graphics car. Before a three dimensional object can be rendered it has to be fixed on memory, either random access memory or the disk drive recovery point. A three dimensional object data can take quite a large amount of memory, especially those used multiple times. Steam Cloud has it's own of handling data, so that it is persistent. A level is made of static m...

object render

To render objects with c++, it is first required to load them on the engine's heap. After loading the object it has to be integrated into the game engine's allocated memory. void integrate() {     direct_x_node.call(); } Modern games(after doom 2) take an insane amount of heap memory. Integrating all the objects on the level, can take 400 mb or random access memory (ram). The same memory has the chip effect on the working of the central processing unit. To completely render the object, the first step is to load all the textures, shadow models, parts, particles, inner model, render the object on the level map, all the corelations with the heuristics. It is very hard to render the inner part of the objects, such as anatomy or infra structure. While it is perfectly fine to just render the inner part to not be displayed.  The anatomy of a player character or non player can be seen on the outside, and the internal strurcture of a level object such as a building, including the ...