Ass-backwards Design
Hello. It's been a while. I have been thinking some things that i want to share with you. Indulge me for a second. If i were to lay out the difficulty curve of a game and how this curve is achieved in relation to the player character's power, the logical way to put it would be that the player's power relation with the game starts out with the player being more powerful than the challenges they face, then the challenges slowly catch up to them until the game overtakes the player character in power, calling for the player to make up the deficit with their skill (should the game ever reach that point. Some games never make the player face something that can overpower them.). That all makes sense thus far, right? Am i making sense? I think i am making sense. If i truly am making sense then riddle me this: why the fuck do RPG games do it backwards? In an RPG game the player character's power only grows . Of course, the enemies' power grows in accordance to the di...