As long as I can remember, I have been a fan of the RPG genre whether that be RPG in it’s purest form with complete control over your created character and the journey they go on such as Baldur’s Gate 3, Skyrim etc or comparatively linear approaches with character RPGs such as The Witcher 3, Cyberpunk or Kingdom Come Deliverance 1 & 2.
And there’s always that moment where you come up against a “wall”, not a literal wall mind you, but an obstacle that is just too hard to cross. Fromsoft’s titles like Dark souls or Elden Ring come to mind for their unforgiving gameplay where multiple attempts to beat a single boss or cross a single dungeon is pretty much the norm.
And as is human nature, I would often in frustration go online and search for a way out. A shortcut. This would first start with guides that help you to understand the mechanics of the fight, game and such to better let you navigate the game while still keeping it relatively challenging to keep you engaged. But sometimes…I would come across the OP builds. These were builds that were designed with one thing in mind: to make anything in your path no longer an obstacle. Builds that would make you so powerful that the once powerful wall that stood between you and progression crumbled into dust with little to no difficulty. And it felt amazing…until it didn’t.
Considering game design, there’s a balance that developers work hard to achieve. Keeping the game hard enough that the friction provides certain stimulants to the player and thus keeps them engaged. But on the other hand, they also want to keep the game from feeling unfair to the point that the average player would simply rage-quit or worse. But with the option of OP or overpowered builds, we’re left with a strange conundrum of sorts. You offer the player enough agency to plow through the game and allow them to feel truly powerful.
But the real question for me is: how long can you ride that high for? After a certain point, the game would simply become stale. Because once the friction, the wall is gone, the engagement is gone. The tension is gone. And despite the efforts of the devs to create an amazing experience for the players, most players I imagine wouldn’t feel compelled to continue outside of simply seeing where the narrative (if there is one) goes.
In short: once you’ve reached the peak of power, where else is there to go? I think this is the core reason why a lot of games struggle to remain engaging once you reach the end-game. Either the enemies, dungeons and such scale up to the point where most of them are just sponges for damage or get to the point where it just feels unfair unless you’ve spent hours upon hours farming and leveling up without actually playing the game.
Not an RPG example but I think an example of where this could be most clear is in the reason why Superman would make for a terrible videogame character and why Batman by comparison feels so engaging. There’s nothing stronger than Superman, so how do you create a game where he’s compelling to play. More often than not, you’d have to take away his OP-ness. Or you’d have to bring everyone else up in powerscaling (The Injustice Games come to mind).
So what would be the actual solution?