No Levels and flat Progression - a better open world experience
Hi there,
i posted this suggestion in the old thread a few days ago, and someone encouraged me to post it here too. The title is a bit misleading, because my idea does not only affect levelling and xp-gain, but probably every other mechanic in the game (this is why i made a new thread instead of posting it in the xp- and levelling sticky). Thus it would be increadibly hard - and maybe even impossible - to realise this in a mod. And it would need immense work on balancing.
The idea behind this:
Witcher 3 i s different from the previous Witcher games. Geralt is no longer recovering from amnesia, his abilities are restored and he is - again - a fully trained Witcher, an expert. Also Witcher 3 is to some extent an open world experience. I think the idea of having levels and levelling up does not really fit this type of game. It would be fitting if we would have to develop a new, unexperienced character from the ground (as you do in Skyrim), but that is not the case in Witcher 3. An open world experience does in my opinion also mean that you should be able to explore it right from the start (or after the tutorial area, i don't care), and - besides from story or quest related content - you should not be restricted from entering certain areas and locations. I know, witcher 3 does not prevent you from exploring and taking on higher level monsters, but if you do, you still get the impression that you are "not supposed to be here yet", and some areas are not accessible from the start, such as the skellige islands. Then, and this is a different story, to me the level restrictions and the levels itself feel somewhat arbitrary and unrealistic, even immersion breaking. I simply don't get why a simple drowner near Novigrad is twice as strong as one in Crookbag Bog, or why Geralt should be unable to use a rusted Sword, just because of level requirements - it is still a sword, no?
So to me, levels and level requirements are not adding to this game, it simply does not feel right. But an RPG without character progression wouldn't be much fun, and the gear hunt is a very important mechanic to keep us interested and motivated. And because i am not really a friend of Level Scaling (because of difficulity issues, and again immersion and realism), i came up with a different approach: removing the levels and levelling mechanics entirely, without removing the progression and character development.
Character Progression, Skillpoints and Character Development:
What levelling currently does is giving you a skillpoint and enhancing your basic stats. Most of the skillpoints are then again used to enhance your stats (more adrenalin gain, less toxicity or enhancing signs and duration of potions...), and only some skills really give you new abilities or alter the abilities you already have. Besides that we have mutagens, runes and glyps, and also 3 types of armor (heavy, medium, light) that directly influence our stats. Now how would this be done if we would remove the levels?
Skillpoints and Skills:
We would still get skillpoints from places of power, and maybe from some main-story quests and from some consumables you find in the world. But the variety of skills would be smaller. All (or at least most) the skills that simply enhance your stats would be removed, we would have a smaller but more meaningfull skill tree. (A different method would be an xp-system of some sort where you would still get xp, and once you reach a "level up", you would gain a skillpoint, but i would prefer the first idea) Now how would we be able to get stronger in a meaningful way?
Mutagens:
Mutagens would work differently. Instead of equipping them or using them as potion ingredients, Geralt would be able to consume the Mutagens. This would cause mutations, depending from the strenght and type of the mutagen. If Geralt would consume a lesser red mutagen, Geralt would get a very low improvement of attack power, for example. If he would consume a griffin mutagen, he could gain resistance to piercing dmg aswell as an improvement of attack power (or different effects, there are many possibilities). A fire elemental mutagen would enhance his resistance to fire damage and igni power and so on. Mutagens would permanently enhance Geralt's stats, and thus become more meaningful - they would also have to be rare or at least less farmable, or maybe there should be a restriction on how many mutagens of any type Geralt is able to consume. (a different method would be using the mutagens to enhance the skills, so that you would be able to spend certain mutagens to learn or unlock the skills we already have in the game. Of course 1 Mutagen would not simply resemble 1 Skillpoint)
Runes, Glyphs, Gear:
Without levels, there wouldn't be level-restrictions anymore. Geralt could use every armor or weapon he is able to get or he has the required materials for. Right from the start. This would mean that the gear-stats would need a massive improvement regarding variety and specialization. Geralt would be able to alter and enhance his stats by using different gear, fitting different playstyles. Rare and really good armor and weapons would come with rune/glyph slots, and there would have to be a wider variety in glyphs and runes. We would have to prevent the player from getting the best gear early in the game. Either by make the gear Crafting-Only and have really high material requirements (10 draconid leather, 2 flawless diamonds, monster drops from hard enemies, for example), or hide it in the guarded treasures, making sure the chest does only open until you have killed the guarding monster. If you are able to kill a really hard foe early in the game, then you would have earned the reward, and you would be able to use it. But you will probably not have the adequate runes or glyphs to really take advantage from the high-end gear, but he would look cool early on, and have something that fits his playstyle.
-->in short: there would still be skillpoints, but less and more meaningfull skills to unlock, and the stat increases are done by the usage of mutagens (permanent) and specializations in gear, runes and glyphs (flexible)
Difficulty, indicators and pacing:
This is the most difficult part. Levels do not only serve the purpose of character development and progression, but serve as indicators telling the player where he is - or is not - supposed to go next, or how easy or hard it would be to kill an enemy somewhere in the world. With the removal of Levels, how could we make sure that
- players can not simply kill the hardest enemy/ get the best loot right from the start?
- players don't feel lost or overwhelmed because of the lack of direction or indicators on difficulty?
- the character progression and the difficulty is linked in a meaningful way, and helps the player to understand what he is able to do?
Indicators:
We would need indicators of some sort, because otherwise a player is not able to identify the difficulty of a certain enemy or quest. We would probably have to mark the monsters somehow (toggable skull- icons or different colors for hard enemies, for example), and also for quests. There could be very easy, easy, medium, hard and very hard labeled quests. In the very easy ones the player would not get involved in fights, or only face very easy enemies. In the very hard quests, the player would face the real hard enemies. In the easy quests, preparation for a fight would not be that necessary, while you would not be able to complete a hard or very hard quest without potions or specialized gear. Here it would be helpful if the Bestiary would be even more informative, telling the player what sort of damage he will have to deal with (thus, what resistances would be nice to have), and so on.
Difficulty:
We would have to make sure that you can not become too powerful but powerful enough that you feel the progression and difference from better gear. I would say it would be fine if the player would be able to one-hit wolves, standard drowners and bandits at the end of the game ("best" gear, all skillpoints, important mutagens...), and that even some of the harder enemies would be not very hard to kill without potions and oils (standard griffin, forktail, water- and grave hag). But some of the hardest enemies would still be much harder without proper preparation and equipping the right stuff (archgriffins, higher vampires, royal wyvern, poisonous aracha..), even if you have reached the "endgame". And the player should be able to complete the easy and very easy quests right from the start everywhere in the world, thus, after a while, gain enough mutagens and new gear to be able to take on the medium quests, but not the hard ones yet. You would still be able to "outlevel" stuff, because if you would complete every very easy or easy quest in the world, you would gain many mutagens and maybe collect some skillpoints and gear that allows you to complete the harder stuff too without huge problems.
When should we be able to do what?
This is a hard one. First, we have the tutorial area where you have to kill that griffin as part of the main story. In my idea of removing the levels, the player should basically not be able to do that, because a griffin would be one of the stronger enemies... i would assume there should be an exception, so that players would be able to complete the tutorial zone without huge problems. The tutorial zone should introduce the no-levels-gameplay in a nutshell, basically. So the player should be abe to kill the griffin once he completed the other side-quests, he could also try to kill it earlier, but this would then be very very hard, because he would not have consumed any mutagens (some basic ones and the noonwraith's) or found the good gear. As it is now, basically.
But after the tutorial, the player should be able to explore the world, find and complete the easier tasks, find some nice diagrams and recipes and gather the materials needed to gear up, consume mutagens regularely and thus become stronger and stronger.
How would it feel?
If it is done well, it would basically feel like this: once you leave white orchard, the world is open to you. You would find things to do everywhere, and you would be able to travel everywhere. But you would also encounter really strong enemies in every part of the game, thus you would feel the need of becoming stronger, and every hard enemy you kill would give you some useful loot, at least one special mutagen enhancing your stats. You would no longer find relic Gear in standard chests or in hidden treasures that don't involve fighting. You would be able to wear and craft everything, as long as you have the required materials, and you would get a good impression of easier and stronger foes. And in the end you would still become very powerful and experienced.
Probelms:
besides from the actual difficulty of actually creating a mod that removes the levels, balance things and test every little bit, there are other problems. For example that many people can not imagine a witcher game with no levels. Or an RPG with no levels. Maybe we are very much used to the levelling mechanic. And even if someone would like it and do it, there could still be some real issues with the main-story progression, and the fact that Geralt has to deal with a variety of human enemies (in this idea, humans would all be equally strong, of course with some differences regarding equipment, shields and skills they use) I think, a mod like this is not even possible. So in the end, it is a (nice) utopia i am thinking about, nothing more.
Hi there,
i posted this suggestion in the old thread a few days ago, and someone encouraged me to post it here too. The title is a bit misleading, because my idea does not only affect levelling and xp-gain, but probably every other mechanic in the game (this is why i made a new thread instead of posting it in the xp- and levelling sticky). Thus it would be increadibly hard - and maybe even impossible - to realise this in a mod. And it would need immense work on balancing.
The idea behind this:
Witcher 3 i s different from the previous Witcher games. Geralt is no longer recovering from amnesia, his abilities are restored and he is - again - a fully trained Witcher, an expert. Also Witcher 3 is to some extent an open world experience. I think the idea of having levels and levelling up does not really fit this type of game. It would be fitting if we would have to develop a new, unexperienced character from the ground (as you do in Skyrim), but that is not the case in Witcher 3. An open world experience does in my opinion also mean that you should be able to explore it right from the start (or after the tutorial area, i don't care), and - besides from story or quest related content - you should not be restricted from entering certain areas and locations. I know, witcher 3 does not prevent you from exploring and taking on higher level monsters, but if you do, you still get the impression that you are "not supposed to be here yet", and some areas are not accessible from the start, such as the skellige islands. Then, and this is a different story, to me the level restrictions and the levels itself feel somewhat arbitrary and unrealistic, even immersion breaking. I simply don't get why a simple drowner near Novigrad is twice as strong as one in Crookbag Bog, or why Geralt should be unable to use a rusted Sword, just because of level requirements - it is still a sword, no?
So to me, levels and level requirements are not adding to this game, it simply does not feel right. But an RPG without character progression wouldn't be much fun, and the gear hunt is a very important mechanic to keep us interested and motivated. And because i am not really a friend of Level Scaling (because of difficulity issues, and again immersion and realism), i came up with a different approach: removing the levels and levelling mechanics entirely, without removing the progression and character development.
Character Progression, Skillpoints and Character Development:
What levelling currently does is giving you a skillpoint and enhancing your basic stats. Most of the skillpoints are then again used to enhance your stats (more adrenalin gain, less toxicity or enhancing signs and duration of potions...), and only some skills really give you new abilities or alter the abilities you already have. Besides that we have mutagens, runes and glyps, and also 3 types of armor (heavy, medium, light) that directly influence our stats. Now how would this be done if we would remove the levels?
Skillpoints and Skills:
We would still get skillpoints from places of power, and maybe from some main-story quests and from some consumables you find in the world. But the variety of skills would be smaller. All (or at least most) the skills that simply enhance your stats would be removed, we would have a smaller but more meaningfull skill tree. (A different method would be an xp-system of some sort where you would still get xp, and once you reach a "level up", you would gain a skillpoint, but i would prefer the first idea) Now how would we be able to get stronger in a meaningful way?
Mutagens:
Mutagens would work differently. Instead of equipping them or using them as potion ingredients, Geralt would be able to consume the Mutagens. This would cause mutations, depending from the strenght and type of the mutagen. If Geralt would consume a lesser red mutagen, Geralt would get a very low improvement of attack power, for example. If he would consume a griffin mutagen, he could gain resistance to piercing dmg aswell as an improvement of attack power (or different effects, there are many possibilities). A fire elemental mutagen would enhance his resistance to fire damage and igni power and so on. Mutagens would permanently enhance Geralt's stats, and thus become more meaningful - they would also have to be rare or at least less farmable, or maybe there should be a restriction on how many mutagens of any type Geralt is able to consume. (a different method would be using the mutagens to enhance the skills, so that you would be able to spend certain mutagens to learn or unlock the skills we already have in the game. Of course 1 Mutagen would not simply resemble 1 Skillpoint)
Runes, Glyphs, Gear:
Without levels, there wouldn't be level-restrictions anymore. Geralt could use every armor or weapon he is able to get or he has the required materials for. Right from the start. This would mean that the gear-stats would need a massive improvement regarding variety and specialization. Geralt would be able to alter and enhance his stats by using different gear, fitting different playstyles. Rare and really good armor and weapons would come with rune/glyph slots, and there would have to be a wider variety in glyphs and runes. We would have to prevent the player from getting the best gear early in the game. Either by make the gear Crafting-Only and have really high material requirements (10 draconid leather, 2 flawless diamonds, monster drops from hard enemies, for example), or hide it in the guarded treasures, making sure the chest does only open until you have killed the guarding monster. If you are able to kill a really hard foe early in the game, then you would have earned the reward, and you would be able to use it. But you will probably not have the adequate runes or glyphs to really take advantage from the high-end gear, but he would look cool early on, and have something that fits his playstyle.
-->in short: there would still be skillpoints, but less and more meaningfull skills to unlock, and the stat increases are done by the usage of mutagens (permanent) and specializations in gear, runes and glyphs (flexible)
Difficulty, indicators and pacing:
This is the most difficult part. Levels do not only serve the purpose of character development and progression, but serve as indicators telling the player where he is - or is not - supposed to go next, or how easy or hard it would be to kill an enemy somewhere in the world. With the removal of Levels, how could we make sure that
- players can not simply kill the hardest enemy/ get the best loot right from the start?
- players don't feel lost or overwhelmed because of the lack of direction or indicators on difficulty?
- the character progression and the difficulty is linked in a meaningful way, and helps the player to understand what he is able to do?
Indicators:
We would need indicators of some sort, because otherwise a player is not able to identify the difficulty of a certain enemy or quest. We would probably have to mark the monsters somehow (toggable skull- icons or different colors for hard enemies, for example), and also for quests. There could be very easy, easy, medium, hard and very hard labeled quests. In the very easy ones the player would not get involved in fights, or only face very easy enemies. In the very hard quests, the player would face the real hard enemies. In the easy quests, preparation for a fight would not be that necessary, while you would not be able to complete a hard or very hard quest without potions or specialized gear. Here it would be helpful if the Bestiary would be even more informative, telling the player what sort of damage he will have to deal with (thus, what resistances would be nice to have), and so on.
Difficulty:
We would have to make sure that you can not become too powerful but powerful enough that you feel the progression and difference from better gear. I would say it would be fine if the player would be able to one-hit wolves, standard drowners and bandits at the end of the game ("best" gear, all skillpoints, important mutagens...), and that even some of the harder enemies would be not very hard to kill without potions and oils (standard griffin, forktail, water- and grave hag). But some of the hardest enemies would still be much harder without proper preparation and equipping the right stuff (archgriffins, higher vampires, royal wyvern, poisonous aracha..), even if you have reached the "endgame". And the player should be able to complete the easy and very easy quests right from the start everywhere in the world, thus, after a while, gain enough mutagens and new gear to be able to take on the medium quests, but not the hard ones yet. You would still be able to "outlevel" stuff, because if you would complete every very easy or easy quest in the world, you would gain many mutagens and maybe collect some skillpoints and gear that allows you to complete the harder stuff too without huge problems.
When should we be able to do what?
This is a hard one. First, we have the tutorial area where you have to kill that griffin as part of the main story. In my idea of removing the levels, the player should basically not be able to do that, because a griffin would be one of the stronger enemies... i would assume there should be an exception, so that players would be able to complete the tutorial zone without huge problems. The tutorial zone should introduce the no-levels-gameplay in a nutshell, basically. So the player should be abe to kill the griffin once he completed the other side-quests, he could also try to kill it earlier, but this would then be very very hard, because he would not have consumed any mutagens (some basic ones and the noonwraith's) or found the good gear. As it is now, basically.
But after the tutorial, the player should be able to explore the world, find and complete the easier tasks, find some nice diagrams and recipes and gather the materials needed to gear up, consume mutagens regularely and thus become stronger and stronger.
How would it feel?
If it is done well, it would basically feel like this: once you leave white orchard, the world is open to you. You would find things to do everywhere, and you would be able to travel everywhere. But you would also encounter really strong enemies in every part of the game, thus you would feel the need of becoming stronger, and every hard enemy you kill would give you some useful loot, at least one special mutagen enhancing your stats. You would no longer find relic Gear in standard chests or in hidden treasures that don't involve fighting. You would be able to wear and craft everything, as long as you have the required materials, and you would get a good impression of easier and stronger foes. And in the end you would still become very powerful and experienced.
Probelms:
besides from the actual difficulty of actually creating a mod that removes the levels, balance things and test every little bit, there are other problems. For example that many people can not imagine a witcher game with no levels. Or an RPG with no levels. Maybe we are very much used to the levelling mechanic. And even if someone would like it and do it, there could still be some real issues with the main-story progression, and the fact that Geralt has to deal with a variety of human enemies (in this idea, humans would all be equally strong, of course with some differences regarding equipment, shields and skills they use) I think, a mod like this is not even possible. So in the end, it is a (nice) utopia i am thinking about, nothing more.