![]() At higher levels, he encounters atronachs, mountain lions, and dremora.īandits were equipped with this outrageous gear as part of the level scaling mechanic. At low levels, the player encounters mud crabs, rats, and bandits. The result is a game where, no matter where the player happens to be, he is always surrounded by opponents and rewards that more or less mirror his current state. The player's level, then, assumes tremendous significance in terms of the player's experience and is crucial for maintaining gameplay balance. In Oblivion, the specific encounters that the player has, and the specific rewards that he or she receives for defeating a challenge are determined by the player's level. Oblivion uses a very strong form of player-centric level scaling: most enemies are closely matched to the player in strength and most rewards fall within a relatively narrow range, neither much less nor much more valuable than what the player already possesses. ![]() ![]() ![]() On paper, the technique sounds fabulous, but its implementation sometimes leaves something to be desired. ![]()
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