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I disagree wholeheartedly. Leveling should never be about pavlovian rewards for menial tasks. That is lazy game design that leads to pathetic and unfun games. Leveling should be about 2 things:

1. Pacing. The timing that determines when the story should move forward needs to be tuned so the player has just about exhausted the fun and interest of the current level.

2. Controlling complexity. When a game begins, only the simplest world and player abilities should be available. When it is assessed that the player has a good handle on the world and game mechanics, new abilities and areas should open up. Leveling up should always be about giving the player more options instead of giving an existing option a +1 (and then giving the corresponding challenges a +1 to stay balanced.)




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