Original Post
A downside to a great open ended game is that you can level up to a point where you fear neither man nor beast (or starship, in the case of my design). Since you don''t necessarily have to follow the story and can spend your time XP farming or exploring or trading it can be easy to get to a point where game difficulty goes down to the point of being boring.
Now, challenges must be somewhat static or you won''t have something to measure yourself by (as in "man, I can kill that troll with one hit now!"). But if they stay static, you outgrow them. Even if new and unique challenges appear only when you level up, as in Morrowind, you eventually will top out because no game can keep creating unique challenges forever.
You could automatically raise the stats of challenges in the game world, but this is akin to leveling the player down ("nerfing" them to be weak). You could have a world where challenges got tougher and tougher the further out you went, but then you''d be creating a world where the boring center got larger and larger.
What about a very simple solution: Nemesis characters that arise naturally in the game world to oppose the player based on whatever gameplay they engage in the most. These characters would be equipped and skilled in an complementary fashion, and vary in either being equal, slightly weaker, stronger, or much stronger than the player. These nemesis characters, either individuals or gangs, would then level up with the player. Relatively weaker characters would level more quickly than stronger characters, but a nemesis would never be less than slightly weaker than the player.
The game would record the player''s favorite tactics in whatever gameplay they engaged and remember weapons/items they use alot, frequented locations, favorite powers, etc. The nemesis would be designed with these elements in mind.
Of course, it would be cheap if you just dropped in an automatic counter to the player without giving them any way out or any reason for it happening. So here''s where the idea may have some hope:
The game world would begin to drop hints about the nemesis as the player advanced. First, the nemesis would be part of rumors and small talk. Next, they would slightly alter semi-random events in the game world (such as availability of a certain supplies, like fuel or trade goods). Then, they would begin to snap up parallel missions or appear as light skirmishers in opposing missions. Finally, they''d begin to directly impact the player''s business opportunities and impugn the player''s reputation (through trash talk, or false allegations).
At each stage, the player is given an opportunity to gain bits and pieces of info about the nemesis. First, they could get non-vital stats (name, description) and a randomly generated pseudo-history. Next, they could get frequented locations, which actually increase the random encounter chance of the nemesis in those areas. Finally, they would have access to always sketchy vital statistics, such as equipment, strengths, weaknesses, etc. At the final stage, though, when the player elects to start asking more probing questions, it kicks the nemesis into high gear and arranges for a confrontation, which involves increasing to a high chance the possibility of encounters. There is a slight delay before this happens, allowing the player to prepare, but it shouldn''t be long enough for the player to overprepare (say, by massively leveling up or buying tons of equipment).
The nemesis would spawn for these reasons:
- Fear player strength - They want to take down rivals and inevitably come down heavy handed doing so, employing intimidation, scare tactics or outright violence
- Envy player success - They want to make a name for themselves by taking down the player
- Coopt player - They want what the player has or for the player to serve them, but this is always an unfair deal not in the player''s best interest
- Vendetta - As a result of a specific mission success, the nemesis would spawn and appear long after, having been somehow related to the defeated parties and training for revenge; this form of conflict has the nemesis either wanting to ruin or harm the player
- Stealth - They could possibly lose a roving nemesis upon successful use of stealth, and help prevent the spawning of a static nemesis when traveling through their territory. However, as a complement to stealth, the nemesis begins to develop greater counter-measures.
- Run - The player could try to out distance roving nemesis characters and flee from encounters with static nemesis characters. This is the only real way in game for the player to signal that they don''t want to deal with this challenge.
- Bribe - The player could temporarily buy off all but vendetta spawned nemesis characters, but the effect would be temporary and would escalate with each bribe
- Surrender - The player could voluntarily "de-level" themselves in the case of fear, give up their activities in the case of envy, and serve the nemesis in the case of coopt. Vendetta has no such option.
- Confront - The player would have to do something to remove the nemesis as a threat