The site has been very quiet since I’ve been waiting to make big announcements regarding the game… which I will do… y’know… soon.
Each Class allows you to spend XP to increase certain stats. Different classes have access to different stats — Warriors get HP and weapon skills, Scholars get MP and magic skills, etc. Upping a stat increases its XP cost, so you can’t just overlevel your HP into the stratosphere.
My original plan was to include every stat as raisable in some way, but it turns out this is rather problematic. There are a number of reasons why it didn’t work out:
Let’s talk game design! Specifically, I’d like to ruminate on one of the most common game-isms out there: “XP” (or experience points) — and I want to talk about when that system is detrimental to the game.
Typically XP is either a resource you spend directly on improvements, or a sort of progress bar to the next improvement. And it seems like every game nowadays has some sort of XP mechanic. But for game designers, XP is actually a way to tell the player what they should do. Kill the goblin? You get XP! Explore a new area? You get XP! Play the game? XP!
XP is a tool to incentivize specific behaviors and goals. However, it’s up to the designer to make sure that the behavior being incentivized is fun. When this isn’t true is when we have a problem. It’s my plan to find those instances, and then make fun of them on the internet.