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Level Scaling: Difference between revisions

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{{trope}}
A [[Sub -Trope|specific form]] of [[Anti -Grinding]], usually seen in [[RPG|RPGs]] and [[Roguelike|Roguelikes]], though it could potentially be used in any game with [[Character Level|Character Levels]], Level Scaling is where the world (or specific areas) levels up with you, to provide a constant challenge, primarily by upping your foes' stats.
 
When done well, it does exactly as intended, providing a constant challenge that keeps the game fun, and will keep itself largely unobtrusive. When done badly, it can head straight into [[Empty Levels]], and/or cause such fun things as bandits with [[Infinity+1 Sword|crazy powerful weapons]] and armor that they could retire in luxury just by selling, trying to kill you. [[Low Level Advantage|Underleveling]] (purposefully keeping yourself or your party at a low level) can become a viable tactic (and, under certain circumstances, a [[Game Breaker]]) if this trope is in effect.
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Contrast [[Sorting Algorithm of Evil]], where the enemies get tougher as you go along, regardless of your own level.
 
[[Sub -Trope]] of [[Dynamic Difficulty]].
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{{examples|Examples: }}
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== [[Roguelikes]] ==
* ''[[Nethack]]'' determines enemy level by averaging your level with your current dungeon depth.
* ''[http://en.[wikipedia.org/wiki/Beneath_Apple_Manor:Beneath Apple Manor|Beneath Apple Manor]]'', which actually predated ''[[Rogue (Video Game)|Rogue]]'' by two years. Each time you entered a new level the creatures' hit points and damage done were increased to be proportionate to your damage done and hit points, but you could spend [[Experience Points]] to increase your stats at any time. This meant that you started off a level fairly vulnerable to monster attacks but became more powerful over the course of the level, easily defeating monsters at the end.
* ''[[ADOM]]'' scales a species' level by the number of that species of monster that's been killed. This means that [[Enemy Summoner|Enemy Summoners]] that create endless swarms of a single weak species (like werejackals which summon hordes of jackals) will lead to that species soon becoming very tough.
** Also, the 'Small Cave' starter dungeon's enemies scale by your level, but in a way that will cause them to ''massively'' outpace you if you don't get through it quickly.
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* The bosses in ''[[Lunar Silver Star Story Complete|Lunar: Silver Star Story]]'' and it's PSP remake ''Silver Star Harmony'' have stats that scale with the hero's level, so it's easier to defeat some bosses at low levels. Released in 1992, this would make ''Lunar'' the [[Ur Example]] of RPG level-scaling.
* What also learned from ''Lunar'' was the ''[[Tactics Ogre]]'' sub-series. In that game, many of the enemies in the random encounters scaled with your party's level. However; story battles would eventually cap at a certain point so one could level to 50 and just throw rocks at the level 20 enemies and kill them. It was also possible to exploit this in ''Knight of Lodis'', where it was actually scaled off of ''Alphonse's'' level, so keep him three levels below the rest of the party and they carry him to victory.
** The PSP version of ''[[Tactics Ogre]]'' also uses this trope; but they [[Anti -Grinding|discourage you]] from simply grinding your characters to level 50 because the levels are based off of your ''class's'' levels, instead of characters gaining EXP individually. So you can hit level 50 in the first chapter theoretically, but unless you somehow managed to get the other classes that early, they'd be at level one so if you ever tried to train them during a random encounter, you'd be constantly reviving them because the AI will immediately target them.
* ''[[The 7th Saga]]'' does this when fighting other playable characters as bosses. Those enemies are matched to be at ''exactly'' your player character's level, making [[Level Grinding]] [[Anti -Grinding|largely pointless]]. If you ''lose'' against them, they steal whatever runes you were holding on you when you fought them, and can use them against you for the inevitable rematch.
** Worse than pointless, in fact. In the North American release, the stat points gained when your character levelled up were reduced, but the enemy stats were unchanged, resulting in incredibly hard fights if you were too "powerful".
** "Incredibly hard" is something of an understatement. These battles often reached into flat-out [[Unwinnable]] territory, even when you cheated.
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[[Category:Video Game Tropes]]
[[Category:Level Scaling]]
[[Category:Trope]]
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