I like how PS1 did 3D differently than pretty much any other system ever, which is why if you look long enough at a model, you will see it warp and contort weirdly as vertexes jump between points because it didn’t have floating point numbers or something like that (can’t really remember the technical details).
It’s super unique and faking this effect in modern engines is pretty neat. It’s also weird playing on some PS1 emulators that don’t have this effect, because it’s better than original hardware.
I’m glad that when I made my high school for Counter-Strike, it was back in 1.6 and not more recently. Heard about a kid who did the same for CSGO just a few years ago and he got expelled and I think he was arrested because they saw it like “terrorist planning” or some bullshit…
I remember finally getting my hands on the editor for the Build engine after a few years of making maps in Doom and Heretic and had thought 3D level design was only something super geniuses could do… Until Hammer showed it was just the garbage UI/UX of Build lol
Fallout 4 has the hybrid method, and still doesn’t get it right 😮💨
It scales enemies as it has since Oblivion, but also scales them differently based on how far away from Sanctuary they are spawned. Everything on the southern and eastern side of the map are always gonna be stronger than the player by some degree, while everything close to the starting point is weak, even when it’s spawning a stronger variant due to player level.
But to be fair, I don’t even see FO4 as an RPG. It’s a FPS with minimal RPG elements. So I tend to strip the scaling entirely with mods to make it so humans (including the PC) die quickly and only the big, beefy mutants (super mutants, deathclaws, etc) are bullet sponges.
There is always going to be some kind of level scaling in an RPG. I just think it’s a matter of what kind of scaling you’re using.
The kind that everything in the world just levels up when you level up fucking sucks. It completely kills any sense of power progression since your power level stays pretty much the same comparatively.
The kind where the enemies are just static levels based on where they are is better. You can still freely go to those areas, you just aren’t likely to survive until you actually get stronger. And as you get stronger, you can literally feel the power gains as areas you were getting your ass beat down in have the turn tables and you start beating their asses.
Scaling done by just creating a single archetype and then doing math to it also kinda sucks. It doesn’t ruin fun factors, or anything, it just seems lazy. Give the new enemy type it’s own stat block instead of just being another guy with bigger number. Unless your game has so many enemies that “same guy, bigger number” is inevitable, I don’t like it.