Of course, this isn’t a bad thing per se. On the contrary, levels present a clear goal, get to the level cap. All other gameplay and content is then designed around this idea (except end game, but I’ll get to that later). Furthermore, levels give you a concrete indication of power and progress. They help you estimate fight outcomes (That guys lvl 26, there’s no way I can kill him at lvl 10). They also help reward you (DING! Lvl 35, now I can go get my Awesome Nuclear Explosion spell) and show accomplishment (She’s lvl 80 already? She must have played for 4 days nonstop). I’ve always loved RPGs and their level systems, but it they have flaws just like anything in the world.
The Level Gap Problem
The one major problem I have with MMO leveling systems is this; when your friends out level you, you can no longer play with them. Thus begins, what I like to call, the catch up game. You start to play like mad. It’s no longer about having fun and enjoying the experience, it’s all about the fastest way to grind to your friend’s level. Not only do you play yourself to death, but your friend might slow down too. They wait for you to catch up, doing side activities or leveling an alt, neither of which is what they want to do. All they’d like is to continue leveling, but they’re your good friend and they want to be able to play with their buddy. All this brings me to my point, YOU STOP HAVING FUN! It become almost like a job.
Most people play MMOs to get away from the world and have fun doing it. When people don’t have fun they start to get bored or, even worse, start to dread playing the game. Eventually, players quit and the developer loses money off of them. It’s bad for everyone. So, how do you fix this problem? Well, here’s a list of some solutions already out there right now.





