A few weeks back I was thinking of how much I miss Hack ‘n Slash games. Some of the best were on PS2 with both the Baldur’s Gate: Dark Alliance and Champions of Norrath series of games. For whatever reason those “Diablo-clones” were better than Diablo itself was for me. I really wanted to sink my teeth into a portable game again like Untold Legends PSP again. To my surprise on 3/15/16 Sony released a new game for me to go dungeon crawling with called Murasaki Mist: Akara’s Journey. Ecstatic at the chance to go on a grindy lootfest for only $8 on my Vita I jumped at it. All I could find was a trailer from E3 2014 that looked promising enough. Tack on the extra dev time between now and then and I’m sure it’s even better. It was too new and too low-key to have any reviews… but what the hell, YOLO or something, right?
As usual, a conversation with folks on Twitter got me thinking further into the topic after virtually walking away. Nearly all games have gone in the direction of adding one in some form. Some thank RPGs for the incorporation of this leveling, while personally I think it’s just a natural evolution of games. I mean if you’re going to dump dozens of hours into an experience, the idea of losing everything at the end of your session just isn’t appealing. The depth being added to the experience creates layers of skill for advanced play while still being accessible when you first sit down. Imagine trying to sort through all the guns and mods in Call of Duty if out of the box you were able to select what you’d want. You won’t have a basis for what’s going on or be able to gradually grow into your play style. Are you a sniper by default, or more of a run and gun infantry player? There’s beauty in a progression systems let you slowly build into what you want from the game. The end result is a win for consumers and developers alike. As a player you get what feels like a tailored experience, and for developers you can widen your net of appeal to welcome new gamers into your world.
With progression systems abound though, what makes them stand out from one another? Just having a system doesn’t mean it’s going to improve the game. Personally the addition of advancement in the Halo series multiplayer starting with Halo: Reach actually turned me off from the series. The idea of prestige in Call of Duty terrifies me from playing; a reset button to completely wipe all your progress to gain a shiny star next to your emblem. Really they can come in a myriad of forms good or bad, but here’s a few notable experiences where the progression system really drew me into the game.