(Warning: wall of text below, TL;DR at the bottom)
Bethesda's Fallout games, as well as The Elder Scrolls series, are known for letting your character eventually turn into a kind of demigod through prolonged play: you unlock a greater arsenal of armor and weapons, you get to take on tougher enemies and survive more difficult fights, and you progressively gain a sense of dominance over the world, one that feels dangerous to explore and survive when you're first thrown into it. There are major advantages and flaws to this power progression, and I feel Fallout 4 has the best formula so far, though said formula also needs some core changes to avoid running into the same pitfalls in the future:
The Pros - More Options!:
- Mods: The level of customization in Fallout 4 is, imo, one of its biggest successes. I love being able to craft the perfect weapon and suit of armor (or multiple of each, for different situations), and getting to high levels in Gun Nut/Armorer/Science! felt absolutely worth it when I could finally unlock jetpacks, silencers and the like.
- Perks: The perk system in Fallout 4 is incredibly smooth and fun, and practically all of the perks have a ton of flavor, which makes each of them interesting to pick regardless of the raw power they offer. Strong Back was perfect for my hoarder tendencies, Ninja allowed me to snipe enemies I'd otherwise have to alert, and even Solar Powered, which isn't really good in terms of raw power, helped scratch that itch of wanting a perfect, rad-free health bar without having to pop a Stimpak/Radaway for just a tiny bit of damage. Skyrim had a pretty awesome perk system too, though Fallout does it better by letting you reach the perk you want directly, provided you have the right SPECIAL stats, rather than having to first go through other perks you may not like as much.
- Legendaries: Going Diablo-style on weapons and armor added a whole new layer of customization, and provided some incentive to swap out tried-and-true gear for potentially interesting new effects. I think the system could go even further, perhaps by adding a legendary mod slot to gear so that you don't have to farm as much for that Instigating sniper rifle, but legendaries are already pretty cool as is.
- Settlements: Though not combat-related, nor essential to most players, settlements offer a nice change of pace, and finally give players near-complete control over how they'd like to mod terrain (or at least portions of it). I l like how each settlement I claim grants me a measure of control over the Commonwealth, and visiting a well-customized settlement always gives a sense of achievement.
The Cons - Hamster Wheeling Into Godmode:
- Enemies lose their threat: A big issue with Bethesda games, Fallout included, is that old enemies quickly become obsolete: early on, fighting a Deathclaw was a terrifying experience, even when in full power armor and with an action plan. Many levels later, when I accidentally (and literally) bumped into another Deathclaw, I didn't bat an eye -- I knew that I could easily kill it within the next few seconds, long before it could do any lasting damage to me, and the resulting fight had no tension. Even if I had jacked up the difficulty to Survival, I would've still ended up reaching a similar point. There's some level of triumph in being able to dominate enemies that used to scare you, but winning those fights out of raw numerical power doesn't really feel that interesting. At worst, running through lesser enemies feels like a chore, and that's the point where I personally started to disconnect with the world around me -- why should I pay attention to my actions or surroundings when I can easily deal with whatever comes my way?
- The game needs to produce a constant treadmill of "new" enemies, mods, gear, etc., all of which make older stuff obsolete: A follow-up to the above is that, in order to not bore the player immediately once they level up a few times, the game needs to constantly trot out new content, content that doesn't specifically add new gameplay, but that merely ramps up the numbers to keep up with the power progression curve. The most obvious example of this is with enemies: there isn't really much of a difference between a Charred Feral Ghoul or a Rotting Feral Ghoul, or even a Charred Feral Ghoul and a bog-standard Feral Ghoul, other than their raw damage and health, but the game needs to send out reskinned and roided-up versions of the same enemy because the older versions quickly turn into pea-shooting cannon fodder. From a player perspective, this is bad because the treadmill eventually stops and all enemies wind up being far too weak, but even before that our gains in power end up making an increasingly large part of the game's monster roster less threatening, and therefore less interesting. From a designer perspective, this is also terrible, because Bethesda needs to sink extra art resources into multiple versions of the same enemy, mod, armor, etc, knowing that the largest part of that content will become obsolete once the player reaches a certain power threshold. Even some perks end up becoming less interesting, since Life Giver's +20 HP ends up providing less health than a single extra point of Endurance past level 32.
- More ends up being less: Another downside to the power creep inherent in Bethesda's player progression system is that it inevitably ends up offering far fewer choices to the player than it appears: on top of certain mods, weapons, armor sets, etc. that get ignored completely because of strictly more powerful, yet identical options, the raw power players end up with also makes many situations far less interesting. Sure, I can always roleplay a stealthy assassin-type character and force myself down to specific armor, weapons, mods, resources, SPECIAL stats, etc., but if I get rumbled, my outcomes are going to be very different if I have 100 or 400 HP: at low health, I'm going to be forced to think creatively, to come up with strategies or use resources I wouldn't otherwise go for if I knew I could just soak up a lot of incoming damage. There are so many interesting potential choices out there (Leather armor versus Combat armor, for example) that get choked out simply because new options are often strictly more powerful than their predecessors, which means that the range of "optimal" choices only ends up being a fraction of all the content offered to the player. In TES, there's also the same problem: armor sets like Dwemer or Glass armor have beautiful and badass visual design, as do many sets in Fallout 4, but end up being strictly inferior to other sets, and so get eventually cast away by the vast majority of players once they reach a certain level, which is a crying shame.
Basically, progression in Fallout (and TES) is awesome when the player grows and gets to do stuff with their character that they couldn't do before -- take on new strategies, fit better into their intended character, or simply approach the game with more options. Where the system fails, however, is when it makes the player flat-out numerically stronger, which does add some feeling of power, but at a tremendous cost in depth and tension -- eventually, no matter the difficulty the player chooses, or the restrictions they set themselves, they're going to reach a point where they become so powerful that nothing in the in-game world poses a real challenge. It disconnects the player from their environment, as their avatar becomes so far removed from any other entity within that they can only be defined by the numerical framework of a game system, rather than as a proper character who might share some of the drives, fears and vulnerabilities of the people they interact with. Here's what I think needs to be addressed to avoid these issues in future Fallout/Skyrim games:
The Suggestions - Progress Horizontally, Not Vertically:
- Remove the increase in hit points per level: I think the core problem to the power creep in Fallout 4 (also Skyrim, and previous Bethesda games) is that you get increasingly tougher as the game goes on - attacks, traps and enemies that would easily kill you, as well as most other in-game creatures, eventually become trivial, which completely kills any sense of danger the game throws at you until it cranks out reskins of its enemies to match your health. From a roleplaying perspective, it also lowers some of the diversity in builds: even if I want to play a weakling with little to no Endurance, I'm eventually going to get more resilient by virtue of my scaling hit points, so even if END does make a major difference, you can still get tough without dipping into it. Trimming down the player's progression down to perk/SPECIAL points, rather than raw health increases (also stamina/magicka increases in Skyrim), should allow for tons of progression while still preserving the threat presented by the environment (never should a Deathclaw ever feel easy to fight, for example).
- Rebalance mods, armor and weapons to each be strictly equal to each other in terms of raw power, and instead offer niche bonuses: In a game where almost every weapon, armor item or mod is cosmetically unique, it's sad to ditch so much of them in favor of pure upgrades, and I think the game should take pains to make all of them viable, no matter how far you've progressed. Fallout 4 already has some of these mechanics in place, with different armor sets specializing in different bonuses (e.g. Metal armor versus Combat armor), but shoots itself in the foot by making some sets strictly better or worse (Raider armor is inferior to all other sets, for example, and heavy Synth armor surpasses even Combat armor in every respect, for only a minor increase in weight). As for mods, I personally don't find it interesting to have three different pure damage upgrades, rather, I like it when I'm given the option to choose between a damage upgrade that would make me fire slower, or a mod that would massively increase my firing speed at the cost of some damage, or between different ranges of scopes, since those present meaningful changes to my weapon's usage and my overall strategy, and the same applies to armor mods that can increase my stealth capabilities, movement, melee damage, etc. (the minor increase in weight for each mod makes no real difference). Weapons are also a missed opportunity, with the Double-Barrel Shotgun being strictly inferior in both damage and clip size to the Combat Shotgun, when it would be a lot more interesting if sticking to the former allowed me to deal far bigger bursts of damage at the cost of large reload times. Perhaps we should still only unlock mods, weapons, armor, etc. past certain progression milestones, but in the end that should represent an increase in horizontal progression (i.e. more options), and not vertical progression (i.e. more power).
- Make enemies threatening in new ways, rather than just flat-out stronger: One of my favorite enemies in Fallout 4 is the Super Mutant Suicider. Even when I had reached a point where I was mowing down standard Super Mutants with ease, the Suicider still added tension to fights because I knew that, even with all of the weaponry and armor I had accrued, he could still one-shot me if I messed up and let him get too close. I like the different Protectron variants for the different effects they have, even if they don't make a massive difference in fights, and in general I find it a lot more interesting (and sometimes scarier) when the new enemies I find do new stuff, like throwing projectiles, emitting rad auras or entering stealth, rather than just deal more raw damage. Perhaps there should be cranked-up versions of standard enemies to serve as bosses or pack leaders, but otherwise it would be better for each new enemy to present a new challenge to the player, rather than the same challenge with bigger numbers as is so often the case. In any case, removing a lot of the player's vertical progression (though perhaps not all of it, since modding stuff and getting perks is always fun) would remove the need to constantly produce numerically tougher enemies, since they'd remain somewhat threatening at all stages of the game, or at least not completely irrelevant.
TL;DR: Bethesda is awesome at making players progress by giving them access to more cool things, as well as catering to niche playstyles players might want to commit to, but fails when it tries to make the player progress by just cranking up their numbers, which kills a lot of potentially interesting choices in Fallout 4 (also Fallout and TES games in general) and eventually makes the game less interesting, sometimes flat-out boring, by slowly removing its danger, challenge and tension. Fallout 4 has the best player progression formula so far, but Bethesda needs to seriously tone down, though perhaps not entirely remove, vertical progression (i.e. doing the same thing, with bigger numbers), and instead focus on horizontal progression (i.e. doing more, equally powerful/interesting things), in order to make players feel powerful without disconnecting them from their environment.
And that's it for the wall of text. What do you think about this? What do you think of Bethesda's player formula so far, and how would you change it, if at all? I'm also relatively new to both Fallout and TES, as I only really got started with the release of Skyrim and only played tiny amounts of Morrowind and Fallout 3 before: for the veteran players, what do you think of the changes to player progression over either series? How good was player progression in the original Fallout games, before Bethesda?