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Tiny Diggers – An iPad Construction Truck Game for Kids Age 2-5

February 20, 2012 – 12:39 pm | 3 Comments

Tiny Diggers has just been released on the iPad and soon the Mac computer. Here’s the details on this fun, educational game from TouchTilt Games.
Tiny Diggers Delivers Learning With Construction Trucks For Kids on the …

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Level Scaling Difficulty Can Be a Good Thing

Submitted by on August 10, 2007 – 2:34 am5 Comments

mightandmagic6.jpgI was reading the back end of PC Gamer this month and Desslock had an article about how he did not like how Oblivion level scales the difficulty of the bad guys based on your level. I for one had to disagree with the article. I tend to like the escalating difficulty of enemies in a game. It keeps things a bit fresh.

But let’s go back a step. What do we mean by level scaling? Well, at the beginning of a game, you normally fight some easy to beat goblin or hobo. They are pretty easy to beat, with little hit points or defensive capabilities. And you leave the area with some minor experience that has built you up. Now you are at level 10 and you come back to that same area, but instead of finding simple goblins and hobos, you find knights and ogres. A lot more difficulty, but it matches your current level of skill. This level scaling can be found in Oblivion, and I for one, think it helps keep the game from getting boring and allows you to always be gaining experience significant to your level.


The main complain that is had in the article is that this never gives you a chance to go back and kick serious ass on the things that were a challenge to you at one point in the game. This is true and to some degree, I do find that this can be a lot of fun. But it can also become very repetitive. How many times can you go and have fun taking one swipe and killing something instantly, because you are so much more powerful that it. This fact is especially true in a game where you might be travelling back to a certain region again and again.

Also, a game that does not level up the difficulty in your enemies can be a detriment to your character leveling up. A good example is Might and Magic 6: A Mandate from Heaven. I had spent a lot of hours building up my characters and had a lot of time and effort into the game. I was nearing the end of the game wandering through the northern frozen lands, when I found out I had to figure out how to open a door. I could never get it open. Finally, I found out that I needed a perception skill that I had failed to get Master rated in. Now at this point, my characters were way up there in level. I needed to gain about two to three million experience points to continue it seemed like, so I start killing anything I can find as I randomly walked the map from top to bottom. I finally gave up on the game, because everything I tried to kill would give me minimal experience at best. It was just going to become a level grind to get to where I needed to be, so it was easier to just give up on the game and ask a friend about the ending.

Now if the enemies would of level scaled to where I was in the game, I would have never been stuck, because I could have fought foes that were my equal in strength and experience. It would have made getting the levels I needed a lot easier and faster than spending weeks fighting characters that were mere nothings at that point.
Now Fallout 3, which is coming out next year, is suppose to use a system that will do away with the level scaling that was ever present in Oblivion, but it will tweak the formula, and in this case I think I can live with the modification, with a reservation.

In Fallout 3, the way that it is explained, the level of characters in an area will scale to what level you are currently at when you enter an area. It will continue up in difficulty while you are in the area and then lock at that difficulty when you leave. This is a novel approach and will give you a sense of what difficulty each level will have in regards to when you entered it. And it could beat the issue that I had before, because running around the wilderness in an area that you entered when you are a high level will create a scenario where you will fight characters that will be near your equal and get you that experience you so desire. But I do see a slight flaw in this method that could be used to someone’s advantage. What if you go to a difficult area on the map, walk in and walk out. It would lock that area as a simple area, even though it should be a difficult area of the game. Is there a way to defeat this kind of chicanery? It is a question I would love to pose to Bethesda.

Let me know what you think of this issue and what styles do you prefer.

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  • http://www.consolecolors.com Kat

    That would be really useful in Final Fantasy. I’m currently playing FFXII, and when I have to backtrack through an early area, I have a lot of one-hit kills that barely give me any EXP. Not to mention, it gets tiresome when you’re trying to level up and there’s only one or two places with challenging monsters.

  • http://www.farbot.com/ Paul

    The difficulty scaling has made me deliberately NOT level up when playing Oblivion. I’m about 45 hours in and still level 1.

    One of the most rewarding aspects of RPGs is feeling like you have an impact on the world around you. Being able to return to low-level zones and have the enemies flee in fear gives you the sense of accomplishment.

    I wrote about this when I saw a game review that opened my eyes to it here: http://www.farbot.com/node/3188

    And with Oblivion I’m sure the same kind of problem can occur that you describe. The monsters scale up, and unless you picked the “right” skills, you won’t be able to fight them effectively. I’ve heard complaints from other players about just this problem.

  • Mac

    I agree with much of what Paul stated. The main reason I gave up on oblivion is the level-scaling, it takes away the immersion and feel of truly becoming a champion. Become the strongest fighter in Tamriel at level 1, why not. Take a look at all rpg video games with great storylines, and you’ll see a pattern of the main character growing stronger throughout the game, needing that strength to be the mutually exclusive hero who can defeat the said adversary. Now take a look at oblivion(as I’m sure you have many times) and notice a character who’s enemies get no stronger or no weaker throughout the game and neither do bosses, why is your character doing any of this? Beat the game at level 1 and can’t kill a gaurd? maybe they should have sent a gaurd, at least he gets paid. If they level scale in the next elder scrolls game, I will not buy it, that’s a promise.

  • Ted Brown

    I didn’t like the auto-leveling system because I couldn’t go out and pick challenging fights. I raided a vampire crypt at level 3 or 4, and they went down like tasty snacks… talk about an epic let down!

    Sure, an auto-leveling system always means that you’ll find monsters close to your level, but that means no pitched battles or daring raids to get high-level items early on. It makes the world less real, IMHO, and breaks with one of the few RPG traditions I think are worth upholding.

  • Thomas Becker

    What’s the point in leveling if you not get any better compared to your enemies? You could almost just walk to the “hardest” dungeon and crush anything at level 1, and come back 100 levels later and it would be just as hard. Pointless! It’s a logical crash. How can a crabshell train to get better, just because you did? I will never play Oblivion because of this stupid thing.