Sinister Design has an interesting editorial on designing RPG mechanics for scalability.
More information.There is a secret known only to RPG developers, a gleaming nugget of knowledge unearthed anew through long struggle by each succeeding generation of would-be Richard Garriotts and Shouzou Kagas. It is, simply: making RPGs is kind of a pain in the ass.
I love making RPGs, but it's true. The RPG is a ramshackle colossus of systems, each one stitched onto the other, and all forced to interact to produce something resembling a cohesive play experience. Exploration, dialogue, combat, character advancement, item usage, inventory management, party management, crafting, stealth...even the most focused of RPGs is guaranteed to have at least three or four of these systems, each with its own attendant design demands and opportunities for bugs to show up.
But forget those design demands for a moment-because the truth is, it's the content demands that are the real killers. An RPG with a play time of less than 20 hours is unacceptable to the market, and ideally, you should aim for 40 hours or more. You need to create so much art, and so much writing, and so many encounters to fill up those hours that even the most basic, old-school, stripped-down RPG can easily take years upon years to make.
A developer with limited resources at her disposal, staring down the barrel of a half-decade development cycle, might be inclined to wonder: "Is there some way that I can design my game's systems to alleviate the burden of producing all that content?"
Well, I have good news! I'm here to tell you that you can: by designing your mechanics for scalability. Before we get into the "how" of it, though, let's set out exactly what we mean by "scalability."