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Reader Comments (63)

Posted: Jan 18th 2010 3:05AM Brian said

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This is one of the many reasons why skill based systems are best.

Posted: Jan 19th 2010 6:39AM Royalkin said

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Why have classes at all? There are examples of games that don't use levels, and these are based more on the skills which I favor. Think about it, as you go through life do you gain levels, or do you gain proficiency in your skills? I think the later is easier to deal with.

Posted: Jan 19th 2010 1:26PM Valdamar said

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It really does depend on the game. I really am glad that they have never raised the level cap in City of Heroes/Villains, because there is plenty of replay value in that game for starting a new character with different powersets and/or a different archetype, and the levelling curve isn't a grind (faster than WoW tbh), plus the user-generated mission system means you can always find fresh content - and characters of all levels can play together thanks to super-sidekicking. Level can still gate content for you personally, but you can still do high level content with other people. Your level means less and less in CoH with each content Issue patch they add.

Whereas with every other triple-A MMO I've ever played - such as EQ2 & WoW - I usually quit soon after getting my first character to L50/L60/L70/whatever plus an alt of each race past their own newbie area, because I can't face doing the level grind again through the same old areas doing the same quests I've done before, often alone because there's hardly anyone at the low levels anymore (unlike CoH where low level zones always have players in them playing alts).

I'd either like to see levels got rid of (have specific content as the only gate to reaching other content) or levels affecting the flexibility/versatility of your character more than directly affecting their power - horizontal progression rather than vertical progression, I believe it's called - like in Planetside, where a new BR1 player can defeat a BR25 player, through skill or luck, as the BR25 player just has a wider range of weaponry and vehicles they can access (plus their own skill and experience/knowledge of playing the game), so they can fill different roles, without making them undefeatable to the BR1 player - tactics, player skill and circumstance count for more than levels when determining combat.

Having horizontal progression in an MMORPG would mean having players of all levels being able to group freely and contribute - areas of the game would never become useless/outlevelled - and content could still be gated logically by having to complete certain things before moving on to others - plus achievers would still have things to work towards. Surely that would be better than the vertical progression we have now.

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