Oblivion Syndrome
I've noticed, lately, that many games seem to be suffering from the dreaded 'Oblivion Syndrome'.
No, I don't mean that the games give you a meaningless Horse Armour download. No, I don't mean that they have Sean Bean in a starring role (although that, at least, wouldn't be such a bad thing). I don't even mean that they aim slightly higher than they achieve.
No, I'm talking about the bane of console Oblivioners lives: Dynamic encounter scaling.
For the uninitiated, let me explain in non-medical terms. In Oblivion, the creatures in the world adapt to your level. So, when you're a neophyte adventurer taking your first steps, you might find a necromancer's apprentice lurking near some ancient ruins. If you were to visit those same ruins later in the game, the apprentice might be a fully-fledged Necromancer now, offering you more of a challenge. Go to the ruins when you're a mighty, renowned hero, and you'll find twelve Necromancers and an undead horde.
And yes, this kind of scaling does indeed ensure that the game gives you an even challenge as you progress throughout it. No area is off-limits because its inhabitants are too difficult to defeat, and you're always going to have a good fight ahead.
Where it doesn't make sense though, is that you end up with basic bandits with full daedric armour and oversized magical axes bearing down on you every time you leave a village, and entire cavern networks full of minotaur lords. And yes, they're a more even challenge. But they're also rather unfeasible from a logical point of view (as if logic applies to games, I hear you cry), and, moreover, they devoid you of any sense of advancement as a character.
Call me old fashioned, or just a little sadistic, but I actually like the feeling in traditional RPGs where there are areas that you just can't really go yet because the inhabitants are too powerful for you- yet. I like going back to early areas of the game and seeing just how strong my characters have become now since I first went there. Sure, it can mean that open-ended games are a little hit-and-miss with how they present their enemies, as you could wonder into a dungeon full of liche lords that tear you to shreds. But equally, you might enter a cavern full of pathetic goblins which you can slaughter while laughing heartily. And that, for me, is some of the thrill- you never really know what you're going to face through the next door. Morrowind balanced this expertly, and you knew when you really shouldn't be going to another area by the way a frenzied Guar would suddenly tear you to shreds.
But love it or hate it, Oblivion Syndrome is here to stay, it seems. And moreover, its spreading. Already the Syndrome has become widespread amongst certain RPGs. And it's starting to cross genre boundaries too. Could we have a nigh-impossible Syndrome epidemic on our hands? We sent Asian reporter Trisha Takanawa to find out.
"Thanks Splinter, but I have no idea what you're talking about."
Ok... Thanks for that, Trisha. Well, I guess that sums it up, doesn't it? She hasn't noticed it. In fact, a lot of you probably haven't noticed it. But nevertheless, its sneaking in to our gaming lives. Puzzle Quest is the first key example I can think of, but you'll also see examples of it throughout RPG titles like the Witcher and even Two Worlds, although with Two Worlds its less of an issue since most of the enemies are easy anyway. But it seems like the concept of dynamic scaling is here to stay. Perhaps it's a good thing. Perhaps it's easier for the developers to implement, rather than set out placement for creature types dependent on game world region. Perhaps.
And yet... I'm still not convinced that I like the idea of a humble bandit stalking the outskirts of a rural village, sheltering in some abandoned ruins, leaping out at you with his shiny glass armour and glowing magical sword.
Maybe I'm taking the whole thing too seriously. I don't know. But I know for sure that I don't like the idea of this spreading across too many games. Like I said before, I'm all for more difficult creatures popping up as you go through the game. But I want my sense of advancement back, too. And, while you're at it, how about some more games with great, emotionally involving storylines, too?
But that's another issue, and another blog post, I fear.
Comments
But, yeah scaling encounters are okay, but their place (back in the day) was random encounters. That used to be the thing. Every RPG had random encounters that were relative pushovers, but there were a LOT of them. That way you could level off of them. SOME games, to make these encounters slightly less useless at higher levels made them scaling.
I think this is a good idea for random encounters. ...I guess in Oblivion's case, this would be a LOT of the encounters. Still dungeons and special areas need to be of a certain level and correspond with certain challenges in the game. Those are meant to be the real testers. Scaling up the random encounters was always just a way to make them not completely boring and annoying once you passed a certain level.
I rather liked this feature, simply because Morrowind was overly difficult in some spots because it wasn't clear what areas were off limits to new characters. I died many horrible deaths poking around "where I wasn't ready" until I gave up completely.
I still love Oblivion though.
But yeah, it would have been nice to at least pepper the game with some Ultima Weapon-like monsters seen in Final Fantasy games that require some leveling and planning before fighting...or have only certain enemies, like humans, level with you while keeping other monsters in a much more specific stat parameter.
Though ultimately every character becomes a one-hit kill if you level up right, but still, the option to adjust the game difficulty in real time even takes that necessity away.
After a while, I just gave up on letting the game give me a "fair" fight. I started a new character, played through the starting dungeon, and bought a new sword from a shop in the capital. I then turned the difficulty slider all the way down and went into the arena. Before the night was over, I had won the title of Grand Champion.
So I'd like to see some more games that have used level scaling to back up your argument please.
One of the most effective driving forces behind RPGs is the greed that you have, as a player, to get a more and more stronger character. That's why you go into one more dungeon before you go to bed, because you want to find a great item that gives you the edge, or gain one more level so that you can be more powerful.
Dynamic scaling takes away all that feeling of accomplishment. Why should I bother gaining one more level? It will only change the armor level of the bandits to match. Instead of being able to handle more dangerous areas of the world, or dominating easier areas or bandits, just the strengths of the random encounters will change accordingly. It is even easier to stay at your level and fight against same level creatures sometimes. This structure makes me think about the game engine, and think about the rules, and adjust my game accordingly, which pulls me out of the world I immersed in, takes off an enormous amount of pleasure.
I can notice how the encounters are modified according to my level. This triggers a very self-aware, very synthetic playing style, whereas I want to forget all game calculations and just want to be more powerful in a world I imagine myself in.
I definitely understand the logic behind dynamic scaling, but it takes a lot from the experience. I hope developers can see that in the near future.
Morrowind was so much more of a good game. Yes, it had annoying combat, at first, and Oblivion does things better in some ways. Better AI (though it sucks really. Nothing at all as they said the Radiant AI would be) and better graphics. I'd say everything else is a step back. If only someone would mod Morrowind with better graphics, AI and slightly different combat. Then I might put another 400 hours into that game. (For the record, I only managed to put like... 40 hours ino Oblivion. With mods to fix level-scaling and such errors. It's just not a really good game in my eyes)
I myself loved how the levels scaled so i could play the whole game without the pointless boring grinding and leveling and i loved how i could instantly warp to locations instead of spending 10 mins running and wasting my time.
My fave thing about Oblivion was the FPS view and the immersion that no other RPG, not even Morrowind captured and i just love how it feels like such a high budget well polished game.
No RPG touches Oblivion IMO.
Jandrobag