For those who don’t know (somehow), Dragon Ball is notorious for the absurd escalation of power across each arc. For example, at the end of the Saiyan Saga, Goku using his strongest technique has a “power level” of ~24,000, but at the end of the very next arc, the Namek Saga, he obtains the Super Saiyan transformation, which boosts him all the way to ~150,000,000, an increase of over 6000x his previous strength.
Now, imagine for a moment that you’ve been tasked with making a Fire Emblem-style game with a similar level of absurd growth, where characters in-lore are meant to start as regular combatants but eventually become strong enough to destroy planets with their attacks, and have “transformations” that make them several times stronger. How would you handle that?
The first and most obvious answer would be to just let the stats inflate into the thousands. Plenty of other RPGs do that. The immediate problem though is that Fire Emblem’s entire gameplay system is predicated on numbers being small enough to do the math yourself; there hasn’t been a single FE game where stats have gone above 99 as far as I’m aware (aside from boss HP), and most games in the series have much smaller caps than that
I did have an idea on how to maybe handle this, though it is really hard to explain. Have you ever seen one of those size comparison youtube videos for like anime characters or movie monsters where, whenever they get to the next order of magnitude, the perspective zooms out, so that the new giant things are the same size on your screen but feel larger because of the zoom? Imagine that, but with stats. Every time the game reaches a new order of magnitude, say multiples of 10, every unit’s stat is divided by that number for mechanical and mathematic purposes, but wiith some visual shift to avoid it feeling like the stats are shrinking (and of course some mechanic in place to make it so that you’re not just losing out on stats when it rounds down, maybe some sort of temporary growth increase to make up for that?)
Of course there is also a much simpler alternative, which is just… Not reflecting the exponential growth of power in the game mechanics, and leaving that up to the story to imply. Maybe that would be better from a game design perspective; it would certainly be easier for a player to wrap their head around anyway
This is not the first post I’ve made like this and it certainly will not be the last, I have a lot of really weird ideas for Fire Emblem-type games