>>5750310I am not Souvarine but I am probably just as autistic. Let's talk about progression systems. I already asked an open question about it in a previous QTG- which you can find here
https://archived.moe/qst/thread/5442655/#5464759Personally I see little value in a progression system in MOST contexts. Progression in a Quest or story, similar to a game, is a useful literary device for a character gaining power and becoming more capable of completing their adventure- a shorthand for the hero's journey. However in most games, this boils down to either gaining more knowledge, companions, and abilities (literary style) or higher numbers and more power (game style). The issue here is this is all set dressing to the actual mechanics of the game, which can and will likely remain the same the entire way through, making the progression essentially meaningless. The whole concept of "level scaling" from video games exemplifies this- as unless you have the world keep up with the progression of the player or character, then it quickly becomes a one-sided stomp with no real "game" to be had. Choices becoming meaningless once you've progressed to a point where they stop being meaningful challenges- for an over the top example of this, look at Guy Quest
>>5748540Progression IS meaningful however if it is varied or requires specialization. Such as a game where each character has a class that gets better at their main job, but not better overall. This means that later challenges they will be weaker at anything but their special role- something I attempted to do in Night Without Stars.
>cont.