If this wasn't restricted to RPGs my vote would probably be Devil May Cry 3 =D It's awesome when the first boss fight ends up being a mook that you plow through by the end.
Planescape and both KotoRs were good by tying the sense of progression strongly into the story with their own unique twists. Final Fantasy X was quite good at that as well and the sphere grid was a nice visual demonstration of growth. I can't think really of an RPG that I've played that would win. FFXIII had you fight a boss from the beginning towards the end and it's set up and then you blow it away in one hit which was a nice touch but the game as a whole is terrible at giving a sense of progression (there's no opportunity to backtrack). So I don't really think there's a best out of the games I've played, Planescape and KotoRs don't allow backtracking which stops them from winning, although both allow you to mow through some mooks at the end. Pokemon? I like the game where the armour visibly gets better as the game progresses. The Lord of the Rings RPGs were could at that, but neither allow backtracking and The Third Age has the enemy level up with you.
I suspect MMOs do it best
Mechanically it may be fine as you point out, but it utterly fails to have any meaning in the game. Narratively, Shepard isn't meant to be getting stronger (heck in 3 you could make an argument for her getting weaker). She's not meant to be a nobody who became a badass, she's meant to be the badass who was so amazing she was considered for the first human spectre and was the only person who could be trusted with saving the galaxy. She's not meant to get strong, she's meant to be strong. It actually backfires in its goal. If you look back and think 'wow Shepard has become stronger' then that raises all sorts of bizarre questions.
And nothing about the game in feel or talk is about progression, it's about fighting and struggles and cycles (lol). It's not even about exploration or finding new frontiers, but uncovering the secrets behind what you already know. (The dialogue in ME1 is equally bad for this. There's lots of conversations where Shepard asks questions along the lines of "Whats a Solarian?" which not only isn't really a suitable question for a Spectre candidate, but frankly isn't suitable for someone with a functioning brain in the ME universe.)
They dig get it right with the actual combat though, or rather adapted the game to fit, because 2 was a squad based character thing and they understood how to describe someones character by combat. Even in 1, seeing Wrex eat bullets and blast people with a shotgun was gave a much better character understanding than the practically non existent dialogue and weak loyalty mission.
... Sorry that ended on a bit of a tangent. (Also it never lets you go back and fight the simple battles to see how far you've come)
Planescape and both KotoRs were good by tying the sense of progression strongly into the story with their own unique twists. Final Fantasy X was quite good at that as well and the sphere grid was a nice visual demonstration of growth. I can't think really of an RPG that I've played that would win. FFXIII had you fight a boss from the beginning towards the end and it's set up and then you blow it away in one hit which was a nice touch but the game as a whole is terrible at giving a sense of progression (there's no opportunity to backtrack). So I don't really think there's a best out of the games I've played, Planescape and KotoRs don't allow backtracking which stops them from winning, although both allow you to mow through some mooks at the end. Pokemon? I like the game where the armour visibly gets better as the game progresses. The Lord of the Rings RPGs were could at that, but neither allow backtracking and The Third Age has the enemy level up with you.
I suspect MMOs do it best
See for me, the Mass Effect franchise is general is my number 1 example of getting this wrong. In fact Mass Effect getting it wrong is one of my big criticisms of the franchise and Bioware, that they add stuff because other games do it without seeming to understand the broader design.KingsGambit said:As I mentioned previously, ME2 worked by keeping enemies fixed throughout, the only thing that changed was the player's Shepard. Challenge came in the form of enemy immunities, increased numbers and more frequent lieutenant/boss level mobs.
Mechanically it may be fine as you point out, but it utterly fails to have any meaning in the game. Narratively, Shepard isn't meant to be getting stronger (heck in 3 you could make an argument for her getting weaker). She's not meant to be a nobody who became a badass, she's meant to be the badass who was so amazing she was considered for the first human spectre and was the only person who could be trusted with saving the galaxy. She's not meant to get strong, she's meant to be strong. It actually backfires in its goal. If you look back and think 'wow Shepard has become stronger' then that raises all sorts of bizarre questions.
And nothing about the game in feel or talk is about progression, it's about fighting and struggles and cycles (lol). It's not even about exploration or finding new frontiers, but uncovering the secrets behind what you already know. (The dialogue in ME1 is equally bad for this. There's lots of conversations where Shepard asks questions along the lines of "Whats a Solarian?" which not only isn't really a suitable question for a Spectre candidate, but frankly isn't suitable for someone with a functioning brain in the ME universe.)
They dig get it right with the actual combat though, or rather adapted the game to fit, because 2 was a squad based character thing and they understood how to describe someones character by combat. Even in 1, seeing Wrex eat bullets and blast people with a shotgun was gave a much better character understanding than the practically non existent dialogue and weak loyalty mission.
... Sorry that ended on a bit of a tangent. (Also it never lets you go back and fight the simple battles to see how far you've come)