Durante said: I don't think that's a valid argument. E.g. Pillars of Eternity is an RPG first, and so is Baldur's Gate for that matter, and neither of those has level requirements on items. Click to expand...

Durante said: Level requirements are used in loot games, where the item progression treadmill (on mostly randomly generated items) is a major element of the game. I think it has no place in general RPGs, and neither has level scaling items. Click to expand...

I'm not talking specifically about the level requirement, I'm talking about the acquisition of loot and how its progression is handled. Maybe I misread him, but it seems like he was suggesting that more games should be like the Souls games where each weapon is packaged with a particular set of skills. No weapon is really better than the other. Meaning that you find one whose skill set you like and upgrade it for the rest of the game. This is definitely a deviation from traditional RPGs and is something you see more often in character action games. With Bloodborne they've leaned much heavier in that direction.In traditional RPGs you may commit to a class of weapon but there is a more linear progression where early gear is completely outclassed by mid game items which are further outclassed by late game items -- so you may start BG with a rusty dagger but eventually youre going to kill a Mindflayer Queen that drops a jeweled dagger+5 that is superior in every possible way.I see level requirements as nothing more than a type of balancing agent. Many games will use stat based requirements for a similar purpose, the Witcher games do not have Str, Dex, Vit, ect. The previous games used its chapter structure, thats also not an option here. So I can def see why they chose to go with level requirements. Whether or not its a good choice? I have no idea. Until I see how these things are actually applied in the game I'm not going to condemn it just because it may have been handled poorly in some other game.