From the very
initial design of the game, one of the core premises we insisted on
was that this was going to be a game based on achieving mission
objectives. In most RPG's, experience points (XP=points that level up
your character so they can be further customized to become more
powerful and capable) are awarded for killing bad guys, and the more
difficult the bad guy or the higher level a threat he is, the more XP
you are rewarded for killing him. The more you kill, the more XP you
get, and the better your character becomes so you can take on even
tougher enemies with higher amounts of XP. It's very circular, and is
great for video games especially, because it has an addictive drive
to it that keeps you coming back for challenge after challenge. After
all, we love seeing our characters develop, and if the currency for
development is slaughtering hordes of evil monsters, then off we rush
to the dungeons (or wherever). Is an RPG without this lure even
capable of being fun?
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