The MMO Leveling Conundrum
I’ve been playing MMOs off and on since the original Ever Quest came out. Out of all the MMOs out there, I’ve played EverQuest, EverQuest 2, Dark Age of Camelot, Warhammer Online, World of Warcraft, and Eve Online; all for various lengths of time. All of these MMOs, with the exception of Eve Online, use a leveling system for character progression. In fact, this is the de facto standard right now in the MMO industry which very few have the courage or ingenuity to break. 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 (Sh...