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Level Scaling, Beef Gates, and Broken Bridges
Posted on Wednesday, February 6 2013 @ 09:41:44 Eastern

This member blog post was promoted to the GameRevolution homepage.

To anyone familiar with open-world games the beef gate1 is already a well-understood, if not well-explicated, concept. It's one way to control player movement by setting up obstacles the player will be unable to surpass without great difficulty. The rewards of overcoming the challenge often push the player further along their character's progression curve than they should be at that point. If the player is minmaxing and intentionally sequence-breaking, these sorts of obstacles are at worst annoyances and at best mere distractions from whatever metagaming goal they may have.

A smart and educated player is not even meaningfully slowed down, let alone stopped outright, by the Deathclaws in and around Sloan in Fallout: New Vegas. In Dark Souls, a skilled player can ring the Blighttown Bell before the Undead Parish Bell. To outright block the player to prevent certain types of sequence breaks, it is necessary to employ more brute force methods. That's where broken bridges2 come in.

A broken bridge (in some cases this is done quite literally in fantasy settings for the sake of meta-humor, as in Dungeon Siege) outright bars entry and the player cannot get through except as the game dictates. Either the 'troll' guarding the bridge is invincible prior to some specific event or the acquisition of plot coupons or the 'bridge' is said to be non-functional until such time as it is repaired, forcing the player to go do something else.

It's an effective, if inelegant, solution to the problem of sequence breaking in nonlinear games where a great deal of content is either optional or can be approached at the player's discretion. It ensures scripting problems aren't created by the player stumbling into things. Once a player becomes aware of it but desires proceeding against it, the secondary reality and immersion break down. The plot coupons cease to be interesting objects which matter to the plucky protagonist and by extension the player. The connection lost is difficult to regain. Very few games can intentionally3 point to, discuss, and invite the player to think about that connection to the profit of player and game both.

In between these two methods of general player movement control there is a separate question of balance. One way is to have the entities native to the world be 'out there' and generally not change. This leads to worlds where, if one so desires, one could be squaring off against the deadliest enemies in the setting just as soon as one can get to them. One will almost certainly be obliterated by them on engagement. This can be frustrating in open environments because the player can innocently make the mistake of marching headlong into danger beyond their capacity to manage.

On the other hand, there are very definite ways in which progress as a character is delineated; things that were unkillable will be merely tough later on, then a fair challenge, eventually easy, and finally little more than a nuisance. There may be exceptions but that provides a good sense of improvement and achievement. A further virtue of this system will be discussed below.

The basic alternative is level scaling. At its best, level scaling allows for a specific degree of certain kinds of general difficulty while differentiating encounters on a purely mechanical level. The important difference between fights is what to do and how to do it, not how much of it needs to be done. Knights of the Old Republic I and II are good examples of this kind. Both also went to some length to justify it; in both cases, it involved the villains becoming increasingly aware of and reactive to the protagonist.

The most notorious examples of level scaling gone bad are Final Fantasy VIII, which made the language necessary to describe everything wrong with it a part of the popular gamer's lexicon, and The Elder Scrolls IV, which is still the perfect example of how to get it wrong in every possible way. Discussing everything wrong with Elder Scrolls IV's level scaling would make for a separate post but it's worthwhile to note a few key items pertinent to both it and FF8.

In addition to subverting actions which, on paper, should progress the player along the capability curve, therefore making the gameplay completely counterintuitive, it required the player think about the metagame more than the game itself. The player had to invest time and effort into a pattern of behavior that actively waged war with every indicator given to them by the game itself. Don't level up in Elder Scrolls IV until you absolutely must. Avoid levelling at all in FF8; game the junction system and the card game to give your characters Herculean stats instead. At this point the player is no longer playing the game; they're fighting it. In fighting it they have to see the systems at work (or at least have a rough idea how they work) and it loses the magic of video games entirely; it becomes more like Chess or Plafond. At worst, it becomes a tedious form of work with all the characteristics of book-keeping or chartered accountancy with none of the excitement.

1: The term is handily defined at TV Tropes: Beef Gate
2: TV Tropes to the rescue again! Broken Bridge
3: Bioshock, Planescape: Torment, Dead Money and Manhunt do so to great success. Spec Ops: The Line does so to staggering failure.

The opinions expressed here does not necessarily reflect the views of Game Revolution, but we believe it's worthy of being featured on our site. This article has been lightly edited for grammar and image inclusion. It has been submitted for our monthly Vox Pop competition. You can find more Vox Pop articles here. ~Ed. Nick
Comments
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Feb 6th, 2013 at 11:03 pm
    I have no idea what you're talking about in regards to TES IV. If at any point the player finds the scaling keeps the enemies too easy/hard, there is a difficulty slider that, instead your traditional Easy, Med, or Hard, moves in increments of 1 out of 50 or so, meaning you can perfectly tailor the enemies to the challenge level you want, and the scaling will keep the challenge relative to you as you level up. If at any point it seems unbalanced, simply adjust the slider. If someone wants to not level up and never get better weapons or loot or enemies to fight (since level is what these are based off of) then they can, but in no way does the game force you to do this, imply you should, or even present it as beneficial in any way.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Feb 7th, 2013 at 4:06 am
    As noted in the post discussion of sufficient length to describe everything wrong with TES IV's scaling method would merit a post all its own. It would be long, nitpicky and boring. I don't feel like doing it unless someone's willing to pay me some samoleons to do it. The condensed version: -It breaches immersion if not properly explained (TESIV doesn't bother to explain it at all) and poor implementation (roadside bandits accosting people for a few Septims while wearing equipment worth two orders of magnitude more than the fee they're charging) atop that completely shatters the experience. -This isn't about higher orders of optimal strategy. The interface in TESIV lies to the player. Not to the extent of Diablo II but it is pretty bad. The most effective way to navigate the game's hazards is not so much with a strategy guide but with things that can only be known by having read a strategy guide in advance. This completely changes the player's relationship to the game. -Bethesda abandoned that model of level scaling after IV for something much better (it's used in both Fallout 3 and Skyrim) and Square quickly abandoned that type of scaling in the mainline Final Fantasy titles after VIII.
  • ComboBreaker87
    ComboBreaker87

    Joined: Nov 2012
    Posted: Feb 12th, 2013 at 1:21 pm
    Totally correct! I didn't know any better so I made my characters main attributes acrobatics, melee, archery, sneaking, and I can't remember which else. I jumped everywhere, slashed everyone to death and shot everyone with arrows....I was leveling up at a really good pace. Then I hit the wall where all the enemies were super high levels and I found it too hard to be fun. I could get through it but I was hitting guys like 40 times come oooon. The way to level up in Oblivion is to pick your main skills(the ones that make your level go higher) so that you will not use them that often. If your sword skill is not one of your main you can level it up really high without your character going up a level EVER! If its one of your mains every time you get stronger your enemies get stronger to the point where you wish you could stop leveling up but you can't because by killing you level up. Skyrim was much better in this regard.
  • LinksOcarina
    LinksOcarina

    Joined: Nov 2005
    Posted: Feb 7th, 2013 at 7:46 am
    Interesting stuff but I got to ask, does it matter that much other than attempting to intentionally min-max the game to try and push past the difficult sections? I mean in New Vegas you're right, the Deathclaws are made to be a stop-gap in your way, but does the cost outweigh the reward for the player if they attempt it?
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Feb 7th, 2013 at 10:37 am
    Yes. By breaking and going north one can start gambling in the casinos, buying implants, and building up a large cash reserve. If one completes the Debt Collector quest early the guest room in the Wrangler becomes an easy-to-use base for dumping items. If minmaxing it is possible to have 10 intelligence and 9 endurance with implants before gaining a single level, maximizing skill point rewards. In an unmodded game this is largely unecessary; there are enough levels to ensure the player maxes out every single skill. With JSawyer installed on the PC version the level cap is clipped back down to 35 along with numerous adjustments to make the game even harder so making every source of skill points (Educated perk provides 60 points over the course of a modded playthrough, or 88 in an unmodded playthrough, skill books provide anywhere from 284-376 points total mods or no) count is critical to getting the character is capable as possible.
  • LinksOcarina
    LinksOcarina

    Joined: Nov 2005
    Posted: Feb 7th, 2013 at 10:52 am
    see thats where I disagree, because you can make a capable character without min-maxing in most games. New Vegas is one example, I once played the game with high Intelligence and Charisma, talked my way out of a lot of situations, and used guns sparingly. I enjoyed the experience because I was not optimized to be so damn good at everything. Doing that ruins the experience; its why I am so against Skyrim because it is easy to abuse, and sometimes downright encouraged due to how things are locked out.
  • LinksOcarina
    LinksOcarina

    Joined: Nov 2005
    Posted: Feb 7th, 2013 at 10:53 am
    Don't get me wrong, I see the appeal for a lot of people, but I don't see how it can lead to enjoyment. At least, not for me.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Feb 7th, 2013 at 11:10 am
    I agree with what you're saying. Part of the way it's not possible to fully munchkin in NV is that the real prizes are in the perks - Shotguns don't come into their own without "And Stay Back!" and "Shotgun Surgeon" to set them apart. One major disparity which 3 and NV share with the older games is that SPECIAL stats are only incidentally important. There are, I believe, no more than two or three charisma checks anywhere in the game. Speech checks can be passed by means of raw speech skill and there are no perks which lock checks forcing a player to commit irreplaceable resources to a diplomat build. It's a major weakness in both 3 and NV, but it's more obvious in NV.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Feb 7th, 2013 at 2:07 pm
    I start saying I agree and then I talk about something else...that reply needed more caffeine. I don't find munchkin-play enjoyable either. At that point why not play contract bridge or chess or Go or something like that? It's not conducive to the type of game that the Elder Scrolls tries to be and in Final Fantasy VIII's case it gets in the way of the game's merits.
  • NecroWolf
    NecroWolf

    Joined: Oct 2005
    Posted: Feb 7th, 2013 at 9:18 pm
    Wow, nice blog. I see a lot of terms there that used almost exclusively on the tabletop RPG crowd.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Feb 8th, 2013 at 7:03 am
    Thank you. The real pleasure, for me, of writing this kind of post is the call to research. It is necessary and rewarded. The complaining is great too. I love me some high-grade belly aching.
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Feb 11th, 2013 at 5:09 pm
    I enjoyed this a lot. I would be interested to hear what about Spec Ops you found so offensive, though: I thought the game was successful on pretty much every level.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Feb 11th, 2013 at 7:01 pm
    A manipulative setup (The Gate) to guilt the player into feeling more invested than they should, whose concept is ripped off from Michael Haneke films. Numerous and severe breaks from reality (the nature and scope of Walker's mission, team size, everything about Konrad and the 33rd's presence in Dubai, very basic details about the location are completely wrong, the premise makes no sense, etc.) that even an uneducated person like myself can pick apart well enough to completely destroy the game's credibility. Also, the game's relationship to the works of Joseph Conrad has the superficial quality of doing less than the bare minimum research required. It feels like they watched some or all of Apocalypse Now, skimmed a wiki article on Conrad's writing, and called it a day. The cherry on top of the cake? I've never played it. I don't have to. The game's flaws are so obvious watching uncommented playthrough footage brings them out lound and clear. Like Heavy Rain, one need not play it to judge it.
  • omega711
    omega711

    Joined: Aug 2012
    Posted: Feb 17th, 2013 at 2:32 pm
    I find all of this interesting. But at the same time, if you pick everything apart, you're not really allowing yourself the opportunity to immerse yourself into the game to begin with. So what i ask is, what's the point?
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Feb 17th, 2013 at 4:53 pm
    A valid question. To which I respond with another question. What if it's the game forcing the analytical mode on the player? That's one reason why FF8 and Oblivion's scaling are bad. They force the player to not play the game as an immersion but as one plays chess or Plafond (I'm overly fond of using the continental term for Contract Bridge, I admit) and subvert themselves. This is not to say that taking an analytical stance is always bad. As noted in the original post Manhunt, Planescape: Torment, Dead Money, Lonesome Road and Bioshock all encourage it and reward it. There's a tightrope to walk there (Spec Ops: The Line tries to feed you someone else's conclusion to that kind of exercise and will have none of the player breaking the dilemma in any way) on the other side of which is unabashed pseudo-intellectual narcissism.

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