Environment Design Problem
I am searching for the best approach in level design. I know what I chose to approach in level design will finally effect gameplay and that is what I actually wanted to do. I want to ask some opinion from the creative mind in this forum. My question is which is better for gameplay for my third-person RPG game:
1. block the player progress by difference in player level and monster level. Player cannot progress because the monster is too high level for player so they need to level up first before they can clear the area. The level design for this approach will be more simple without any other thing that can block player from going anywhere except for the monster.
2. block the player using key and lock mechanic. Player need to find something or solve certain puzzle to unlock another area and continue with their journey. The environment design will be more complex since we need to structure the player path and puzzle for player to solve and it also increase the linearlity of the design.
So which in your opinion is the best design approach more memorable to implement to my game.
Thanks in advance...
you could choose option 3. quest driven. the main quest leads you through appropriete areas for leveling.
I would not try and block players. this would give a linear feel if you do that. I would have a way to show monster level vs your level with like a con system. So you could check a monster for difficulty and your chance of winning. maybe a gravestone showing you have no chance at your level. That way they know and dont have to die to find out they are in an area to high for them.
I'd assume the "old" approach to have rising monster difficulty, and at certain places boss monsters as special challenges works well. The player can advance as much as they want, and the bosses will make sure the player has some minimum abilities once the bosses are taken down and before the player can reach a new area.