That was the whole premise of the hugely successful Diablo franchise and its clones. Did you miss those? The draw there were the scaling rewards.BIGGER Kentucky James XXL said:2. Level scaling amounts to little more than slowing the player down in some aspect. I have never seen it done well in any game of any genre.
It's an easy and cheap solution to the problem of giving the player an adequate challenge at any time. Not the best though, because grinding. But it's the cheapest one because alternatives require new gameplay and content.
10 hours?? Even 100 hours is too little for a game that thrives on epic battles.BIGGER Kentucky James XXL said:There's a common theme here. I think what taleworlds needs to learn from warband is that the pacing in that game was terrible, and they should accept that with the amount of actual gameplay mechanics they have, campaigns should probably be no longer than about 10 hours from start to finish, assuming the player is trying to become king of the world or whatever the implied "endgame" is. Currently you have to personally besiege hundreds of settlements in near identical sieges, and grind for hours to even participate in the kingdom play of the midgame. The reason the lategame is so boring is because by that time, the campaign has long since outstayed its welcome.
What they could do is to reduce the grinding aspects (like endlessly fighting respawning, fully restocked lords; or indeed having to siege 100 towns and castles) and make those hours more fun. When an AI kingdom is losing to the player, this should be recognized by diplomatic options used to shorten the war and reduce the repeating battles.
Hopefully they did this in Bannerlord and dropped the grinding Warband design mentality that served to artificially prolong the game and nothing else.