It is safe to say that roughly 99% of MMO players are familiar with the level based progression of their characters. They grasp the concept of logging in, slaying monsters or completing quests, and gaining experience until they gain a new level. There is, at least at this time, nothing new or revolutionary here. We’ve been doing this since D&D (and probably before). I don’t see a real point in detailing how the system works. I will, however, cover some of the benefits and detriments this sort of system brings.
The Pros
Arguably the biggest benefit to a level based system is that both players and developers know, at any given time, the exact position of a character in the power curve. It will be easy to figure out just how powerful a level 60 character is because the variables are quite limited and the unknowns are virtually gone. At level 60 we will know our skill caps, abilities and everything of the sort. It is very easy to design around.
Another benefit to both players and developers is content design. Designers have can set a clear level range in an area and players can easily be directed there. If the NPCs give appropriate level quests and the monsters are of the right con you’re in an appropriate area. This also helps players find other appropriate level characters to group with. The only ambiguity is how big of a level difference can you group with.
Itemization can be easier as well. With the dreaded “required level” designers can ensure that over powered items cannot fall into the hands of lower level characters (I disagree with this policy but that is a different article). It also gives designers a clear idea of about how powerful an item should be in a given range.
A less tangible benefit is the reward nature behind level based systems. Human beings seems to respond better when they have the clarity associated with the system. If they work for a certain amount of time the bar moves far enough and they get more powerful. It is something we tend to enjoy.
The Cons
At this point I’d say the fact that everyone is familiar with a level based system is a negative. There is nothing innovative or exciting about it. It also tends to have people so tied up in the “number” that we rush through content to get to the end and “start the game.” I realize that not everyone runs right past the roses but I’d say a good portion of people do. I certainly don’t stop to sniff them.
Level based progression in a game that only allows for a single class also stagnates character individualization. Every level 60 cleric is going to have the same base statistics, same skill caps and same abilities. Sure there are ways to change that up but, in the strict since, nothing changes. We are all just copies of our peers.
This system can be a negative for developers as well. Due to the modern system of “Design by the Rules” too many restrictions have been placed on itemization and ability creation. It is so rare that you see a truly “holy crap!” item in modern MMOs. More so you never see the “that item is so broken we have to remove it” situation. I recognize that developers see that as “bad” but, in a way, that was some of the flavor of MMOs. Risk taking was a big part of EQ1. Modern MMOs invest in risk avoidance.
There are obviously a lot more pros and cons to this type of system but those are just a few that I think are very notable. In a way I don’t see a large point in deeper exploration of the system. It is, after a fashion, so deeply rooted in our industry that I don’t see it going away. My guess is, however, that the first game to greatly change or modify how we progress will be “the next big thing.”







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I have to say I am still a fan of the level system for many of the reasons you stated. There is no doubt, however, that it has become stagnant and predictable.
I will say that one thing that made EQ1 great was that skill mattered. Not skills, but the actually ability of the player behind the machine. Sure, every cleric or bard were pretty much identical (other than gear). But, a very well played bard or monk was infinitely more effective than someone who either didn’t care enough or was just plain mediocre.
Sadly, most games have removed alot of the skill aspect to classes. Instead, any level 60 healer can fit into a group and pretty much get along without much trouble.