Yes. It’s called a “power trip” and it’s significantly more satisfying when you carefully crafted that invinicible vantage 100+ crit dodgetank yourself. It’s not what I usually go for, since I usually aim for a more natural flow and just see what happens, but still.
Developers don’t need to design exclusively for Spikes.
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Power trips can be fun, but they can get old after a while. And if the game’s meant to create a certain experience like “I’m a rebel underdog struggling against a powerful evil empire” nothing takes the wind out of the story’s sails like letting the player units get so strong the player doesn’t even need to think before winning.
Eeeeh, that can depend, honestly…
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If there’s going to be a bit where the player’s units become stronger than the evil empire, the story should account for that. Perhaps the heroes earned powerful allies or stole/earned powerful weapons or trained with masters or grew as people or whatever. The story should start acting like it instead of pretending we still have to run at the sight of a few enemy units after I crushed tons of them. Hunting Deathclaws in Fallout New Vegas would be less meaningful without those memories of trying to outrun them as a level 1 nobody.
Sometimes developers can fail to account for just how extreme certain builds can be, and from a player perspective, losing those tools can hurt worse than the tonal discrepancy- especially when one is used to gameplay-story segregation. That said, if a story can detect and account for a player having scaled their power to particularly high levels, that could be quite interesting. Perhaps if the player defeats a boss intended to be insurmountable for most players, that could serve as an adequate detection method.
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