Because introducing more variables and more unknown factors makes balancing more difficult. Leveling systems add a large number of variables to the game, and what's more, they're unknown variables under the player's control rather than the developer's.
Basically everything you add changes the balance difficulty level of a game like: skills, feats, creatures, quests, ability points, world size, permadeath, level systems, rewards, items, dynamic content generation, even weather and temperature can unbalance a game. I just think that people are overlooking at the leveling system like "the" ultimate unbalancing factor when in reality it
can be the least of the problems.
Take my game as an example, its leveling system changes only 3 variables: the level number (informative only), the next experience required for the next level and adding learning points which are used to train your character, as in Fallout. My leveling system will not change the character's hit points, stamina, mana, loot or creature difficulty level as most leveling systems do.
The real problem with balacing the game will be adding the right amount of consistency in its large world and making sure that all skills (which are above 100) do not break balance along with thousands of possibilities for armor and weapons. Thankfully I will have formulas to aid me balancing the whole game with a logical procedure to follow it. Nonetheless, its balancing will be a challenge and it will require a great deal of time before meeting the right terms.
20 heart chests is not inherently any more scripted or less dynamic than a level cap of 20.
Unless there is no cap level at all and loot is generated on the fly, based on chance, at the opening of a chest.
Even if we're talking about an open world game where the player can't reasonably be expected to explore every location, the problem is solvable.
For example, instead of making 20 heart chests, you could make 100 potential heart chests. Then, whenever the player opens a potential heart chest, you have the game decide whether or not they get a heart based on a number of factors. You could put a heart in every chest until they've hit the limit of 20 or you could assign hearts at random. You could add weight to the possibility of a heart drop so the more hearts the player has found, the less likely they are to find more. You could track the player's progress through the game and assign them a heart if they've progressed enough in the game to "deserve" one.
Yes, I refer to that as scripting. There are many ways to make it happen, better known as scripting rules to contradict logical aspects of gaming and controlling events occurrences and to castrate enpowering:
- Making sure the player sees a tornado at least once during its adventure.
- Making sure he will find a particular item during his adventure.
- Making sure he doesn't spend too much time in the wilderness without encountering something interesting.
- Making sure he won't be able to find certain items more than X times.
- Making sure he receives a letter from a stranger to join in a tournament.
- Making sure he will be held captive to trigger a nice side quest.
- Making sure a certain NPC will be spawn near the player to trigger a special event.
- Making sure he won't grow too powerful but reducing his chances of profiting.
Something I'm trying to avoid as much as I can because even this events will be dynamically generated. So far so good. But it doesn't mean I can't crash at the next turn
There's an infinite number of solutions. It's important to realize that just because you don't like one implementation of a concept, that doesn't mean the concept is bad or that you won't enjoy any alternative versions of that concept.
True. I'll make your words my own. The leveling system has endless possibilities towards creating alternatives over its original concept which you can in fact enjoy. My project is based in all things I've experience through gaming and I have thought a lot about different possibilities while designing it, mainly creating new versions of the features I've experienced. I think this is a basic capability for a game designer. Sure there might be concepts I'm not aware but all those alternatives presented here in this thread simply revealed themselves quite incompatible with what I'm trying to achieve. Does this means such alternatives are bad? Of course not! Are they good to have in my game? Absolutely not.
In sum, it is not that I don't explore alternatives, that's the same that having me saying to all those that don't appreciate the leveling system, that they still should look at the leveling system because there is still the possibility of creating new concepts around it.
What is happening here is that some of you don't appreciate the leveling system and experience meters while others may prefer, heavily dependent on what each one of us is trying to achieve. It seems this is a personal preference so none of us can be wrong. I have as much right disliking the alternatives to a leveling system as you have disliking leveling systems.
I've been playing games since the 80's so I can dare to say I'm not a total stranger regarding game features and rewarding systems.