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Link to the previous Discussion of the Week(ish): HMs
Alright so new discussion topic for everyone. Scaling levels.
What are scaling levels? To put it simply, this means that levels of the opposing team's Pokémon are dynamically changing in response to a player matching a certain criteria, or just in opposition to the player's own team. For example, levels of the opposing team might be scaled to be the average of your team plus or minus a certain amount, depending on the trainer.
So say your team consists of five level 25 Pokémon. With level scaling, this would mean all trainers could also have Pokémon within your level range, say 23-27ish (obvious approximation). This would mean that if done well, the player would never be able to outlevel or trivialize the content. There are a lot of games that have some form of level scaling, a popular one being Skyrim. In fact, it seems common in a lot of open-world games. And lately, it's becoming a more and more popular thing among ROM hacks and fangames.
Now, my question to all of you is how you feel about it. Do you think it has any place in a Pokémon game? Why or why not?
--
My response to get the ball rolling:
Personally, I'm not a huge fan of it if it's done poorly. I like that with enough grinding, you could theoretically trivialize the content. It's rewarding your effort as a player. If you feel like dedicating the time to be able to stomp through the game, I want that to be an option. If you feel like turning Gameshark on and maxing out all your Pokemon so that you're a level 100 Dragonite fighting a level 5 Rattata, you should be able to do that.
Now, I also want to point out that if you were to make a fangame or a ROM hack with an open world, level scaling is probably something you'd want to play around with, at least a little bit. When you open up the ability to take multiple different paths, choosing one path shouldn't end up trivializing the others. An example of this happening is in Gen 2 (and HGSS) - if you do Mahogany Town after doing Cianwood/Olivine, chances are, your team will be well into either late 20s or early 30s, and if you recall, most of the regular trainers had Pokémon under level 20, despite you just facing a gym leader with a level 35 Steelix. The reason these trainers are all so underleveled is because you could go to Mahogany Town right after Ecruteak. Now, while I loved the option of being able to choose which direction you wanted to go first, I think with scaling levels, it could have been handled better.
I also want to say, if you were to scale levels, do it creatively. Don't just set it to scale enemy teams after beating a gym, or base it on your team's levels. If you're able to, have a couple variables going in and make them as hidden as possible. Hide the trigger so it can't be easily manipulated or abused.
Anyways. Apologies for the rambling. I'd love to hear your opinions on this subject now. As I said with the previous thread: Keep this civil. There are no wrong answers.
Alright so new discussion topic for everyone. Scaling levels.
What are scaling levels? To put it simply, this means that levels of the opposing team's Pokémon are dynamically changing in response to a player matching a certain criteria, or just in opposition to the player's own team. For example, levels of the opposing team might be scaled to be the average of your team plus or minus a certain amount, depending on the trainer.
So say your team consists of five level 25 Pokémon. With level scaling, this would mean all trainers could also have Pokémon within your level range, say 23-27ish (obvious approximation). This would mean that if done well, the player would never be able to outlevel or trivialize the content. There are a lot of games that have some form of level scaling, a popular one being Skyrim. In fact, it seems common in a lot of open-world games. And lately, it's becoming a more and more popular thing among ROM hacks and fangames.
Now, my question to all of you is how you feel about it. Do you think it has any place in a Pokémon game? Why or why not?
--
My response to get the ball rolling:
Personally, I'm not a huge fan of it if it's done poorly. I like that with enough grinding, you could theoretically trivialize the content. It's rewarding your effort as a player. If you feel like dedicating the time to be able to stomp through the game, I want that to be an option. If you feel like turning Gameshark on and maxing out all your Pokemon so that you're a level 100 Dragonite fighting a level 5 Rattata, you should be able to do that.
Now, I also want to point out that if you were to make a fangame or a ROM hack with an open world, level scaling is probably something you'd want to play around with, at least a little bit. When you open up the ability to take multiple different paths, choosing one path shouldn't end up trivializing the others. An example of this happening is in Gen 2 (and HGSS) - if you do Mahogany Town after doing Cianwood/Olivine, chances are, your team will be well into either late 20s or early 30s, and if you recall, most of the regular trainers had Pokémon under level 20, despite you just facing a gym leader with a level 35 Steelix. The reason these trainers are all so underleveled is because you could go to Mahogany Town right after Ecruteak. Now, while I loved the option of being able to choose which direction you wanted to go first, I think with scaling levels, it could have been handled better.
I also want to say, if you were to scale levels, do it creatively. Don't just set it to scale enemy teams after beating a gym, or base it on your team's levels. If you're able to, have a couple variables going in and make them as hidden as possible. Hide the trigger so it can't be easily manipulated or abused.
Anyways. Apologies for the rambling. I'd love to hear your opinions on this subject now. As I said with the previous thread: Keep this civil. There are no wrong answers.