Reckonings World Scaling

Published on October 3rd, 2011

In a recent interview with GamerZines, Big Huge Games’ Will Miller has revealed exactly how Kingdoms of Amular: Reckoning’s world will scale in accordance with a player’s level.

The practice of level-scaling is controversial, as it results in an experience which doesn’t reward commitment or skill. Instead players are penalised with more difficult enemies and a sterner challenge, but it appears Big Huge Games has discovered an elegant solution to this decade-old problem.

“The world is divided into regions, not necessarily delineated by the game’s geography, but regions that make sense in terms of the pace of the game,” explained Reckoning’s systems designer.

“Each one of those regions has a level range, so 10-15, 15-20 etc and when you enter a new region for the first time it locks everything to your level within the range of that region. If you try to go all the way across the map, you’ll hit a [difficulty] barrier where you don’t meet the minimum requirement for that region, so it locks to a much higher level than you are and you’ll start getting killed a lot!”

“We looked at a lot of RPGS and we saw how their levelling systems work and we’ve come up with a pretty good system which allows players to explore a lot but also guide them with difficulty.”

Will also mentioned that there won’t be any invisible barriers in Reckoning, so explorers will be available to venture wherever they wish, as long as their skills in combat are up to the challenge.

We’ll have more from this exclusive interview tomorrow, so be sure to check back then.


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