[color=#333333]I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following:
- Progression through leveling, no complex skill progression, leveling increases base stats.
- Progression through skills, no leveling or base stat changes, skills progress through usage.
- Progression through items, more focus on stat-changing items, items confer skills, no leveling.
[color=#333333]However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this:
[color=#333333]What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay)
[color=#333333]My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory/item simplicity and a player metric in favor of player control, customization and progression simplicity.
[color=#333333]Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.