Ultimately this goes back to my original question: How do you reconciliate RPG and strategy? I've yet to play a game where my characters do not become god in the endgame. If an answer is found to this question, and the answer doesn't kill the fun in an RPG, you are on your way to make the next big hit.
That depends on your definition of fun. Over the year, fun for me changed from increasing an array of numbers through time investment to figuring out what was going on in the head of the designer when he crafted that boss. I blame time constraints on that one.
Becoming god or not is a matter of playing with numbers. Simply add a 0 here and there and your numerical advantage disappears and you are no longer considered a god. Disgaea is the perfect example of numbers for the sake of numbers. The end game was all about figuring the most efficient way to make your numbers grow so you could surpass whatever number was required to beat a specific boss. There was hardly any strategy involved in the combats. If your numbers exceeded a threshold, you won. If they were under, you lost. If they were close, you might be able to do something to alter the outcome, but it was a narrow range.
The way to reconcile strategy and RPG is to make the numbers have a small impact on the outcome. FFX achieved this by adding locks in the sphere grid. They were constraining characters to a predetermined stat range for a given encounter. Until you reach the end game where you can unlock everything and become god, it provided diverse and challenging encounters where you had to use each character based on their strengths and abilities. You couldn't brute force your way out of them by grinding because your progress was stopped by these locks. FF13 also did it using a similar technique. It was incredibly linear, but the boss fights were superbly crafted where you had to cleverly configure your paradigms and equipment set because you couldn't play the numbers game. Again, it all broke down when you reached pulse because your effective power range varied too much which led to too easy or too hard encounters.
This is the same thing Orymus detailed in his post. By creating bosses with effects that are independent of numbers, you end up with unique and strategic encounters. However, this can be hard to do since higher numbers give more margin of error up to the point where the special effects don't matter anymore. This needs to be finely tuned through some means.
In my opinion, the key here is to tightly control how powerful the player can be at every point in the game. You can't appeal to both crowds. Either the grinders will stone you for removing their ability to grow powerful enough to plow through the game or those who seek mind games will eventually go on a sidequest and be permanently overleveled, making the rest of the game boring for them.
Indeed. But how do you determine what is an "acceptable challenge"? Some players might not enjoy the gameplay but is invested enough in the story to do the bare minimum just to get to the next cutscene. Some likes to gain god-level-powers and (might) ignore the main storyline for most of their gameplay time. You can design your encounters to encourage the "cutscene chasing" player to invest abit more in the gameplay by making them step up to the challenge, but is there a way to make it continuously challenging for the "power chaser" who deviates from the main storyline time and again to get the next level of power?
Yes, you can implement level-scaling difficulty to make sure the encounters do not become too easy, but level-scaling can only do so much, especially when equipment becomes involved. In fact, I daresay most of the gamebreakers are equipment.
Like I said above, you can't cater to both crowds. It's like trying to create a chick flick with explosions and hot russian spies in tight leather to please guys at the same time. You need to figure out which crowd you target and design the game accordingly.
... MMO ...
I can see where you're coming from now. MMOs are pure numbers games. The whole point of MMOs is to cater to grinders by allowed them to push their numbers higher and higher and cash in at the same time. Since the whole point of the game is to grind, it makes sense to figure out the most effective way to grind from the start. Look at korean MMOs with cash shops. They offer you reduced grinding time in exchange for money. While they claim to have RPG in their genre name, the same principles do not apply to single player RPGs because the focus is generally story and exploration instead of stat growth.