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- Seen Mar 24, 2025
Every time I come here, whenever I see a fan game I might be interested in trying, half the time it espouses level caps. For the record, I don't mean limiting levels to 100 at end/postgame, but much lower limits all over. The official games historically used soft caps so traded Pokemon ignore your commands if their level is too high and you don't have enough badges, extending that to your self-caught teammates in the most recent games. In practice, I've almost never seen that come up since the caps are quite high, only becoming an issue with using someone else's endgame team in my game, so it didn't feel limiting when I just used my own crew. In contrast, all these fan games I've been seeing use hard level caps that flat out don't let me level up until I've beaten the next boss, and I don't like that one bit.
Now, before some of you take offense, I'm not saying level caps are inherently bad and games shouldn't have them. I imagine the player demographic for these fan games skews older and more skilled than the target audience for the official ones, so the official level of difficulty would be kind of boring for adults. Some of you know the mechanics in and out, and appreciate limits that demand mastery of that knowledge. However, I'm no hardcore player, and I don't enjoy struggling to complete basic tasks. A hard level cap takes away my agency, disallowing a slow but steady solution to posed problems. I find the cap an arbitrary limitation, not appreciably different than requiring HMs on my team, but I don't think anyone here wants that.
That aside, I could probably be fine with a hard level cap on its own, but I've yet to see it alone. Instead it comes with new and convoluted mechanics to memorize, tournament-level enemies that may or may not cheat, and edgy, cynical plotlines that Warhammer 40k would call a bit too grim. The presence of a level cap then becomes a signal that the game it's in focuses more on being hard than being fun. Now, I'm not asking for these games all to be dumbed down to "Baby" difficulty; I just wish they didn't start on "Painful" and go up from there. Fan games don't all have to emulate Dark Souls, but it feels like those are the only games fan designers want to make. I'm confident that's not true, but it's how I feel.
In conclusion, I don't like fan games with hard, mandatory level caps because they can't be played casually like the official games. Hard games are fine, but I don't think that leaves no room for anything else. With all that said, I haven't looked at all the offerings around here, so I don't know the true extent of capped game presence. On that note, what do you people have to say about these caps? Are they more forgiving than I've been giving them credit for? Am I just a big wimp for not wanting to deal with their limitations? In any case, thanks for your time.
Now, before some of you take offense, I'm not saying level caps are inherently bad and games shouldn't have them. I imagine the player demographic for these fan games skews older and more skilled than the target audience for the official ones, so the official level of difficulty would be kind of boring for adults. Some of you know the mechanics in and out, and appreciate limits that demand mastery of that knowledge. However, I'm no hardcore player, and I don't enjoy struggling to complete basic tasks. A hard level cap takes away my agency, disallowing a slow but steady solution to posed problems. I find the cap an arbitrary limitation, not appreciably different than requiring HMs on my team, but I don't think anyone here wants that.
That aside, I could probably be fine with a hard level cap on its own, but I've yet to see it alone. Instead it comes with new and convoluted mechanics to memorize, tournament-level enemies that may or may not cheat, and edgy, cynical plotlines that Warhammer 40k would call a bit too grim. The presence of a level cap then becomes a signal that the game it's in focuses more on being hard than being fun. Now, I'm not asking for these games all to be dumbed down to "Baby" difficulty; I just wish they didn't start on "Painful" and go up from there. Fan games don't all have to emulate Dark Souls, but it feels like those are the only games fan designers want to make. I'm confident that's not true, but it's how I feel.
In conclusion, I don't like fan games with hard, mandatory level caps because they can't be played casually like the official games. Hard games are fine, but I don't think that leaves no room for anything else. With all that said, I haven't looked at all the offerings around here, so I don't know the true extent of capped game presence. On that note, what do you people have to say about these caps? Are they more forgiving than I've been giving them credit for? Am I just a big wimp for not wanting to deal with their limitations? In any case, thanks for your time.