First posted here in Danish:
http://deleet.dk/2009/04/20/levels-rpgs/
Translated and posted here:
http://deleet.dk/2009/04/30/levels-rpgs-english/
And now here.
Terminology
Level
By levels, I mean what usually belongs to the term ”level” in different games. This is a sort of measurement for various things: 1) How strong the character is, 2) How much experience the character has.
RPG
By RPG, I mean all games where there is a fairly great focus on the character's level. This implies that you control one or more characters. Example of several-character-control client: Dungeon Siege, singleplayer. Example of one-character-control clients: Dungeon Siege multiplayer, WoW, Guild Wars and Diablo 1 & 2. There is, at the same time, a heavy focus on certain characters in RPG's. This is a contrast to games where there is a low focus on certain characters, such as RTS games like the Command & Conquer franchise.
Levels, the world
What I want to discuss is: Should the levels of HNPC's(Hostile Non-Playable Characters aka creeps) follow the playable character or not? The ”should” in this question should be understood in relation to wanting to create a good game.
No coherence between the playable character's level and HNPC's
If the levels of HNPC's do not follow the level of the playable character's, then the HNPC's whose levels aren't maximum or around that, will become too easy to kill for the character when he's reached the maximum level. This leads to the game becoming severely less challenging in areas with these HNPC's. It leads further to, that if the playable character traveled to such an area, it would become boring to play. This is an unwanted situation.
If a big part of the world is inhabited by non-max level HNPC's, then a big part of the world is boring for max level players. This is very unwanted.
Solution one
A solution is to make sure that only a small part of the world is inhabited by non-max level HNPC's. This can be seen in Guild Wars: Factions and Guild Wars: Nightfall. The opposite can be seen in Guild Wars: Prophecies.
Solution two
Another solution is to implement a function that can be activated by a player, which will make HNPC's rise in level, so they once again will be a match for a max level character. This was introduced in Guild Wars in an update after Nightfall.
This solution requires a sort of instancing, where a copy of the world has changed and another has not. Otherwise, it wouldn't be possible for a low level character to play in that area at the same time. This would both make sure that beginners did not pass an area, while, at the same time, preventing players from leveling a new character and passing that area.
Here is assumed a sort of linear motion through the world. If there were more possible areas per level interval and these shifted between being max level oriented, then it would be possible to level up a character. This could, for instance, be adjusted by time.
A problem is that it requires a significantly larger world, if there has to be at least 2 areas for every level interval until maximum level. Simultanously, it needs a solution to what will happen you one finds oneself in an areas which is being changed and hasn't been instanced yet. If it got changed instantly, then a low level character would die instantly when the HNPC's he/she fights became near maximum level.
Coherence between the playable character's level and HNPC's
If the level of the HNPC's follows the playable character's, one can avoid the player not experiencing any resistance in areas where HNPC's are not near maximum level, but the player is.
This bring up another problem, though. The player would lose the sensation that his/her character is growing stronger. This would typically be evaluated by one's abilites opposite a constant, such as a certain type of HNPC. An example of a game where the levels of HNPCs follow the player is Fallout 3.
Solution one
A way to achieve this sensation anyway, is to clearly show that one's character grows stronger, such as when dealing damage. However, one should pay attention to not increasing the armor-effect by too much, since the numbers would then not rise appropriately with the player's level.
Solution two
Alternatively, one could completely remove the feeling of growing stronger from the player. However, this takes away one of the typical aims of playing an RPG: character development. This can be compensated for by putting more focus on the equipment of the character. The Guild Wars-series is an example of games that have chosen to ignore this character development part.
Illustration
Here, an illustration that demonstrates the above, can be seen. I am not the author of this image.
http://www.zweistein.cz/mmorpg/levels.png
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Thoughts?
D

