Low (in comparison) Level Caps

West Mains

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I dont like low level caps. I'm of the time where 100 is common, so its natural for me. But also I think low caps tend to make players think that theyve hit a ceiling. It needs to be at the point where they can feel that their character is strong enough, but usually the low caps make them think their character could,and should, be stronger, but the game gets in their way.

Although I think it should be harder and harder to reach higher levels. To the point where there's a pseudo cap, that players typically don't surpass due to the difficulty/time needed to reach beyond it. To me, that's the best course of action
 

Galenmereth

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Although I think it should be harder and harder to reach higher levels. To the point where there's a pseudo cap, that players typically don't surpass due to the difficulty/time needed to reach beyond it. To me, that's the best course of action
I agree with this. Look to Pokémon for perhaps one of the (simplest, and) best executions of this :)
 

Espon

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You do know that the Sphere Grid is incredibly linear for everyone except Kimahri, right?  There are very few places to change directions or make new choices no matters who's section of the grid you're in at the time.  The choices you do make merely allow you to pick up skills and stats you could choose to miss or ignore if you wanted as well.  Then, after hitting the dead end of those trails, you have to spend your level ups to backtrack and resume on the trek of the linear hallway line of leveling up.

Now, much later you do get to open up character customization a bit more...  But, by that point in the game, you're almost done playing it anyway, so the system gets no points for trying.  If there was another system that mirrored the Sphere Grid in its entirety, it would be the Crysterium from FF13.  It is freakin' EXACT in implementation, except it looks different and requires a crapload more time to gain levels in once it opens up at 40 hour mark.
You never used spheres that allowed you snag abilities from other trees or to teleport to another spot?  Yuna becomes a lot more useful if you pick up some damage spells for her, and you can do this long before the end of the game.

While the average player could beat the game while staying within the character's area of the sphere grid, you still have the ability to clear the whole thing with any character and you're going to need to if you have any plans to take down Nemesis and the other super bosses and especially any bosses in the international version.
 

Tsumeshi

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Cube World (you know, that game thats in alpha that I can't run because intel chip) has no level cap; therefore, you could get to Level 1,000 and still be able to level up.
 

Tai_MT

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You never used spheres that allowed you snag abilities from other trees or to teleport to another spot?  Yuna becomes a lot more useful if you pick up some damage spells for her, and you can do this long before the end of the game.

While the average player could beat the game while staying within the character's area of the sphere grid, you still have the ability to clear the whole thing with any character and you're going to need to if you have any plans to take down Nemesis and the other super bosses and especially any bosses in the international version.
You don't get those orbs until right around the time of the end of the game.  When I was in Zanarkand, I hadn't even seen a single orb to do this stuff at that point.  Breaking into other people's grids was like a Level 3 or Level 4 keysphere and the teleports I hadn't encountered yet.  But again, that's the point.  The thing is INCREDIBLY linear until very late game when they LET YOU do other people's spheres...  But even then, once into someone else's portion of the grid, it's just another hallway until the next junction or next teleport sphere or what-have-you.  Sphere Grid was EXTREMELY linear.  It's just less obvious in FFX that it's linear than it is in FFXIII where they dispense with all the random orbs that allow you to break into other peoples' grids or take similar skills and simply unlock this junk for you once you're far enough into the game instead.  Same system, executed differently.  One of them is thought of as "better" than the other for this reason, and I have no clue why.  They are exactly the same system, just different executions.
 

Eschaton

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The Crystarium is better because it was so pretty.
 

Taien

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In the current game design - I use very little in the way of levels. Experience is gained in quests but levels give people very little except to act as one more variable. The total of 99 would make a character about 4 times more powerful, I may tweak this down, but players won't practically reach this as exp from battles is 0, its all from quests, exploration, and story.

Many battles can be dangerous this way, and balancing content is much easier. Instead players develop their character through quests, skills, party members expanding their options and the story no less! :D
 
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Tai_MT

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In the current game design - I use very little in the way of levels. Experience is gained in quests but levels give people very little except to act as one more variable. The total of 99 would make a character about 4 times more powerful, I may tweak this down, but players won't practically reach this as exp from battles is 0, its all from quests, exploration, and story.

Many battles can be dangerous this way, and balancing content is much easier. Instead players develop their character through quests, skills, party members expanding their options and the story no less! :D
I've done something far different. Stats and equipment are given through questing and ONLY questing.  You want 1 more Attack Point, better do a Quest.  You can level up, but you gain NOTHING except shortcuts within the game or unlockable quests/places.  More often than not, I use leveling up as a means to simply unlock shortcuts for the player to let them get around much easier.
 

Eschaton

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I recently had a theory as to the high level cap in the early days of JRPG development:  random encounters and infinite experience points are a big reason.  Maybe.  Think about it:  the earliest RPGs had low levels.  Ultima 1 had a cap of 10, D&D had a level cap of 20.  The first Final Fantasy (first final... such a lying title) had a cap of 50 that was raised to 99 in the remakes.  The first Dragon Quest game (Dragon Warrior to those who grew up in the nineties) had a cap of 30.  This cap was practical (D&D being based on pen and paper record-keeping) and early computer games having limited storage (anyone remember floppy disks?).

Caps also probably came about as a means of further reinforcing the concept of grinding as a means of game longevity.  I'm also going to say that the went up possibly to facilitate higher stats and damage output, leading the the offensive trope of player characters having low hit points but high damage output and mobs having low damage output but high hit points (I'm looking at you, Final Fantasy XIII!).

And then came NES JRPGs with an ever-increasing length of plot and those pesky five-tile random encounters that made high caps both practical and necessary for the player to continue to feel like they're getting stronger as they progress (because things like.... game balance certainly didn't exist back then [FACETIOUS]).

In the end, my theory is that Final Fantasy and Dragon Quest became the JRPG yardsticks the way Superman became the comic book superhero yardstick; if FF and DQ did it, then that's how anybody else developing a JRPG is going to do it.

Then came games that breached that cap.  The most popular I can think of are Pokemon and Final Fantasy VIII, whose caps were 100.  I'm sure there were others, maybe even more influential ones, but that's when I noticed absurd caps like the ones in Nippon Ichi games (I also stopped playing JRPGs by then).

But, rant aside, here's my personal conclusion on the topic at hand:  if you're going to have a low(er) cap, then the player shouldn't have much game left if and when they reach it.  As a developer, it's my job to make sure the game is balanced so.
 
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Taien

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I've done something far different. Stats and equipment are given through questing and ONLY questing.  You want 1 more Attack Point, better do a Quest.  You can level up, but you gain NOTHING except shortcuts within the game or unlockable quests/places.  More often than not, I use leveling up as a means to simply unlock shortcuts for the player to let them get around much easier.
That is very similar to my design philosophy :)

While games like disagea have their place - they are a pure, and enjoyable stats game because of how customizable they are. I generally feel less is more in a more story led RPG game. Numbers make things too impersonal and inhuman to really tell a story beyond a certain point.
 
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Galenmereth

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That is very similar to my design philosophy :)

While games like disagea have their place - they are a pure, and enjoyable stats game because of how customizable they are. I generally feel less is more in a more story led RPG game. Numbers make things too impersonal and inhuman to really tell a story beyond a certain point.
I don't quite see how the solution you referred to (gaining stats from quest only) solves the "impersonal numbers" problem. The numbers should never be integral to the story, the way I see it; they're symbolic of attributes like a character's strength and weaknesses in battle, which is where they're used. You could actually use stats in ways to make them matter more in terms of setting, too. Stats and numbers in themselves are not the problem; the way they're utilized is.
 

Dalph

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Max Level = 99 + New Game Plus mode.

I can live with it, I love level grinding, restarting the game (training to kill the usual optional superboss) and owning everyone else.
 
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Taien

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I don't quite see how the solution you referred to (gaining stats from quest only) solves the "impersonal numbers" problem. The numbers should never be integral to the story, the way I see it; they're symbolic of attributes like a character's strength and weaknesses in battle, which is where they're used. You could actually use stats in ways to make them matter more in terms of setting, too. Stats and numbers in themselves are not the problem; the way they're utilized is.
It doesn't solve anything, just improves it :) - besides who says we were gaining stats?

I was thinking skills myself to use, abilities, summons or morphs. I was thinking companions, I was thinking allies to call into battle when the time is right.

Stats for me should be there, just to track progress but I like to downplay them - I call fallout 2 into this, which while it was more stat heavy than I want to go, the abilities I remember far more than the stats themselves.

At the end of the day we are humans interacting with a computer, the best we can do is make the experience more organic if possible, if that is our design goal.

1's 0's 1's 0's - have an appeal - I enjoyed disagea for what it was very much, so I do agree its the way they are utlilized but a man with a more mathematical mind would probably appreciate them more than me anyway, so again its down to your audience. I feel less stats give the game a wider audience, just from my own experience of gaming over the years.
 

Tai_MT

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I don't quite see how the solution you referred to (gaining stats from quest only) solves the "impersonal numbers" problem. The numbers should never be integral to the story, the way I see it; they're symbolic of attributes like a character's strength and weaknesses in battle, which is where they're used. You could actually use stats in ways to make them matter more in terms of setting, too. Stats and numbers in themselves are not the problem; the way they're utilized is.
In my game, the stats are just the reward for finishing the Quest.  I had to get rid of leveling up in the traditional sense, and that's what I went with.  It makes sense in the context of my game, but we're not going to go there.  However, stats SHOULD be integral to the story, the story SHOULD affect your game.  Separation of Stat and Story is usually why you get games with great stories and terrible gameplay or great gameplay and terrible stories.  These things shouldn't be separated, they should be mixed together.  My game takes it to the logical step it should be taken to.  If you do a Quest where you have to win an arm wrestling contest and you win, you should be given a point to your Strength stat.  Or, maybe you won that same tournament through intelligent thinking instead of strength, then you should get a point to your Intelligence or Magic Stat.  Maybe you won that tournament by pure RNG God... you should get a point towards Luck through this.

I've linked my stats to my Quests to make players go Questing instead of grinding for levels.  To improve your character, you need to take some Quests and enjoy story that I took the time to write.

This is just a system I prefer to leveling up.  Numbers SHOULD be integral to the story, otherwise what's the point?  Just as well be reading a book if your stats and combat aren't integral to the story.  Numbers are as personal as a game designer makes them.  I try to make them VERY personal.  Use the items that give you stats on any character you want.  Personalize the characters for battle and Quests.

The real problem is what you mentioned...  People aren't making stats integral to storyline at all.  I have Quests that can't be completed well without certain stats.  I have Quests that don't show up unless you have certain stats.  There are story options that show up only with certain stats.  Making stats integral to storyline or quest completion means you watch your stats more and don't just try to twink out JUST your party to complete the game.  It also adds replayability when you consider all the variables and different ways your story can be approached and completed just based on these numbers.  Gives you a very dynamic world at that point.
 

Galenmereth

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In my game, the stats are just the reward for finishing the Quest.  I had to get rid of leveling up in the traditional sense, and that's what I went with.  It makes sense in the context of my game, but we're not going to go there.  However, stats SHOULD be integral to the story, the story SHOULD affect your game.  Separation of Stat and Story is usually why you get games with great stories and terrible gameplay or great gameplay and terrible stories.  These things shouldn't be separated, they should be mixed together.  My game takes it to the logical step it should be taken to.  If you do a Quest where you have to win an arm wrestling contest and you win, you should be given a point to your Strength stat.  Or, maybe you won that same tournament through intelligent thinking instead of strength, then you should get a point to your Intelligence or Magic Stat.  Maybe you won that tournament by pure RNG God... you should get a point towards Luck through this.

I've linked my stats to my Quests to make players go Questing instead of grinding for levels.  To improve your character, you need to take some Quests and enjoy story that I took the time to write.

This is just a system I prefer to leveling up.  Numbers SHOULD be integral to the story, otherwise what's the point?  Just as well be reading a book if your stats and combat aren't integral to the story.  Numbers are as personal as a game designer makes them.  I try to make them VERY personal.  Use the items that give you stats on any character you want.  Personalize the characters for battle and Quests.

The real problem is what you mentioned...  People aren't making stats integral to storyline at all.  I have Quests that can't be completed well without certain stats.  I have Quests that don't show up unless you have certain stats.  There are story options that show up only with certain stats.  Making stats integral to storyline or quest completion means you watch your stats more and don't just try to twink out JUST your party to complete the game.  It also adds replayability when you consider all the variables and different ways your story can be approached and completed just based on these numbers.  Gives you a very dynamic world at that point.
Stats - or their inferred meaning - should be integral to the gameplay and story; numbers should not. Unless you make a game like Dragon Ball where a power level of over nine thousand is a plot element ;) I think you misunderstood my point; I tried to say that the numbers shouldn't necessarily need be explained or inclusive to the story; their meaning should. If you are strong in numbers, it needs to be relevant to the story and what your character does to get strong.
 

Espon

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Does it have to be related to the plot though?  My World of Warcraft character has over 400k HP.  She's not some demigod that can split the planet in two with the snap of a finger, she's just a regular adventurer that likes to beat up enemies.  There's absolutely no lore reasons behind it, it's just that way because of how the game progresses when they introduce new expansions.  Mind you it is kind of funny solo killing old bosses that once posed a threat to the entire world, but that's just an indirect effect.

I look at levelling as a form of training or practising.  As you fight, you get stronger and become better at it, which allows you to take on more difficult enemies.  You shouldn't need to complete some task or quest to get better.   It works the same way in real life when you think about it.  A student doesn't suddenly become smarter every time they do good on a test, they've been improving throughout the entire school year.  It's not like a sports team only gets better if they win a game, they improve by practising outside of games.
 

Tai_MT

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Stats - or their inferred meaning - should be integral to the gameplay and story; numbers should not. Unless you make a game like Dragon Ball where a power level of over nine thousand is a plot element ;) I think you misunderstood my point; I tried to say that the numbers shouldn't necessarily need be explained or inclusive to the story; their meaning should. If you are strong in numbers, it needs to be relevant to the story and what your character does to get strong.
If you're mentioning numbers at all in your RPG, it turns it into "meta-gaming" and the storyline is no longer relevant.  D&D games have been plagued with meta-gamers, min/maxers, and twinked characters since its inception because players are focusing on the numbers and not the storyline.  However, there is one area in an RPG where those numbers, as numbers, matter.  Combat.  Whatever your combat system is, that's where those numbers matter.  However, as a designer, it's not too difficult to make those numbers matter in Questing as well, as long as you're not alluding to them AS A NUMERICAL VALUE.  I always found that irritating with games like Fallout New Vegas which flat-out TELL YOU what stat you need at what number to select an option, making it an automatic fail if that number wasn't at least met.  I preferred the Fallout 3 system in which you are given a percentage chance based on whatever your stat was.  I really loved Oblivion because even if you ran up against a Very Hard Lock, if you had enough PLAYER SKILL ( and not necessarily the stat... the stat just made it much easier), you could pick the lock on a single try anyway.

The numbers themselves should not be treated as numbers in a narrative.  They should be generalized.  "You're not strong enough to move this boulder" and the like.  Once you start writing in nonsense like "You need a Strength of 48 to move this boulder", you begin meta-gaming and the storyline begins unraveling all around you and your players.

My personal experience says that stats and the raising of them should be VERY integral to the story.  However, referring to them as stats anywhere within your story tends to wreck the experience.  Referring to numbers those stats have ruin the experience as well.  How do you actually MEASURE those numbers in your world?  With DBZ, that always bothered me.  Okay, his power level is over 9000...  9000 units of what?  How much power is that?  We don't know, we're just supposed to assume that's a lot and is impressive 'cause the aliens freak out about it.  Meanwhile, there's no real comparison.  How much different is 9000 to 9001 in terms of power levels?  Is it a lot?  A little?  We just don't know.  THAT is the problem with introducing stats as a storyline element and mentioning that those stats have NUMBERS.  The player has no reference to tie them to for exactly how good they are, other than bigger is better.

The meta-gaming needs to stay where the menu is...  In the background.  Used when you need to mess with your character before going to the next location.  Just like in D&D.

EDIT:

@Espon

While you could be right, you're also forgetting how that works.  Training for teams is often to get technique perfected.  It's also for memorizing plays and other such things.  Weight training on the other hand improves muslces.  Cardio training improves endurance, etcetera.  Using your skills is arguably what trains them the most.  Winning or Losing wouldn't matter in the long run, and either one would have very little effect on physical qualities because of how much downtime in between these games you are given.  In fact, the only way real training would take place to improve things like Intelligence and Strength and etcetera is to use them constantly out of your own depth.  You do things you can't normally do.  In this way "experience" in an RPG and traditional level ups are somewhat "not realistic".  You will gain more intelligence if you study things you know nothing about than if you study things you know about.  Gaining a stat from a Quest in which you learn something makes more sense than beating on bunnies for two hours to gain 4 INT.  Get what I'm saying?
 
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morewordsfaster

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You do know that the Sphere Grid is incredibly linear for everyone except Kimahri, right?
I think he meant non-standard rather than non-linear. Systems that allow the player a little more choice in how their character levels.


That being said, I am a huge fan of low level caps and of specialization. I think a lot of RPGs recently (esp cRPGs/Western RPGs) give characters the ability to do EVERYTHING. Like you said, it's pretty unrealistic for a player character to become a god (unless that's the premise of the game). I'd prefer to have a character (or characters in a party-based game) who each have a specific role, preferably one that I get to choose, and then I have choices to make to continue to grow them within that role until they become the best ____________ they can be. This also allows the designer to make sure that the different roles play off of each other well and to give players in-game bonuses for having a great well-rounded party, or a highly specialized character.


Just my two cents.

Who actually likes grinding?  I don't know, let's go ask all the millions of MMO players out there.  That's what those games are, massive grind-fests.  With massive cult followings.  Look at things like Farmville on facebook, again, more massive grind fests.  There are people who enjoy it...  Quite a lot of people, apparently...
People don't play Farmville, etc for "grinding," they play it because of the very carefully crafted challenge/reward/challenge loop. Also, the majority of those gamers are looking for a casual experience, not the deep, immersive role-playing experience of an RPG. Most players agree that "grinding" is awful because it's forcing the player to complete the same task, or a set of similar tasks, over and over with very little benefit and very little variety of play. Most people who do play MMOs play them for the social aspect, the grouping, and a similar challenge/reward/challenge loop that those casual games provide. "Hey, I beat the new raid and I got this awesome gear and now I can show it off in game! I'm so cool! Now, I want to get the next awesome loot!" If the game devolves to essentially button mashing to cycle through battles to reach some ridiculous level cap, I'll tell you right now, I'm probably going to put down your game and so are a lot of other players. With all of the options out there now, players will drop your game and look for a more rewarding experience the instant you don't give them a compelling, interesting experience. As far as MMOs goes, this is why you see a massive spike in players when a new one drops, then a mass exodus a few weeks later.
I hope the OP chooses to do a low level cap and I hope that that low level cap becomes a creative challenge for the player to find other ways to make his or her character powerful and interesting than just grinding XP. I'd def. play. :)

I've done something far different. Stats and equipment are given through questing and ONLY questing.  You want 1 more Attack Point, better do a Quest.  You can level up, but you gain NOTHING except shortcuts within the game or unlockable quests/places.  More often than not, I use leveling up as a means to simply unlock shortcuts for the player to let them get around much easier.
This system sounds really interesting, too. I enjoy most systems that question why a certain genre convention exists and looks for a way to deconstruct it and make a more interesting or at least different play experience.
 

Tai_MT

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I think he meant non-standard rather than non-linear. Systems that allow the player a little more choice in how their character levels.

That being said, I am a huge fan of low level caps and of specialization. I think a lot of RPGs recently (esp cRPGs/Western RPGs) give characters the ability to do EVERYTHING. Like you said, it's pretty unrealistic for a player character to become a god (unless that's the premise of the game). I'd prefer to have a character (or characters in a party-based game) who each have a specific role, preferably one that I get to choose, and then I have choices to make to continue to grow them within that role until they become the best ____________ they can be. This also allows the designer to make sure that the different roles play off of each other well and to give players in-game bonuses for having a great well-rounded party, or a highly specialized character.

Just my two cents.

People don't play Farmville, etc for "grinding," they play it because of the very carefully crafted challenge/reward/challenge loop. Also, the majority of those gamers are looking for a casual experience, not the deep, immersive role-playing experience of an RPG. Most players agree that "grinding" is awful because it's forcing the player to complete the same task, or a set of similar tasks, over and over with very little benefit and very little variety of play. Most people who do play MMOs play them for the social aspect, the grouping, and a similar challenge/reward/challenge loop that those casual games provide. "Hey, I beat the new raid and I got this awesome gear and now I can show it off in game! I'm so cool! Now, I want to get the next awesome loot!" If the game devolves to essentially button mashing to cycle through battles to reach some ridiculous level cap, I'll tell you right now, I'm probably going to put down your game and so are a lot of other players. With all of the options out there now, players will drop your game and look for a more rewarding experience the instant you don't give them a compelling, interesting experience. As far as MMOs goes, this is why you see a massive spike in players when a new one drops, then a mass exodus a few weeks later.

I hope the OP chooses to do a low level cap and I hope that that low level cap becomes a creative challenge for the player to find other ways to make his or her character powerful and interesting than just grinding XP. I'd def. play. :)

This system sounds really interesting, too. I enjoy most systems that question why a certain genre convention exists and looks for a way to deconstruct it and make a more interesting or at least different play experience.
If that's what was meant, then it's the fault of the poster and not my fault.  It is still incredibly linear no matter how you look at it, only opening up and allowing you to do more than your very carefully crafted stats the devs wanted you to have at that point until close to late-game when you can choose to grind for more stats or just beat the game.  I opted to just beat the game and only travelled something like 12 spheres into the next persons' grid.  You really didn't need to do anything more than that.  Don't get me wrong, I loved the Sphere Grid.  It's just, it's an incredibly linear system that merely exists so that you can have "infinite levels" to be gained.  It was created, essentially, to get rid of any sort of level cap altogether.  Though, final stats for everyone by the time they finish the entire grid are going to be 100% the same as a result.

I played Farmville to something like level 40 before ever getting tired of the INCESSENT grind of the game.  It is grindtastic.  it's so grindtastic that there are items you can purchase for real money to ELIMINATE some of that grind.  Things like vehicle upgrades, fuel, farm hands, etcetera.  It exists to eliminate the grind that the game carries, which is... all of its gameplay.  At the point of level 40 it became "this takes too long to gain new levels, finish projects, and requires too many friends help to continue playing".  Once you figure out that "more fields = faster levels", you've essentially discovered that the game is non-stop grind that plays itself.  It's "do two hours of grind, come back in eight more to do that two hours again".  Not very fun for those who NOTICE grind.  But for other players who don't notice it, quite enjoyable.  Most facebook games tend to be one version of grind or another that limits how long you can play in order to get you to buy stuff with real money.  But, that's the nature of the beast.

Also, if we're going to talk about MMOs and their constant grindtastic nature...  Let's go visit WoW which is SUPERGRINDTASTIC to levels I've only ever seen in games like Runescape.  Oh, WoW tries to hide these grindtastic things, but anyone who has spent 6 years grinding away in games like Runescape can easily and instantly recognize the BS nature of grindtastic games pretending to hide grind.  WoW has raids.  No guarantee you'll even get a good drop from completing them.  So, you'll do them a lot.  Oh, and you'll need a guild to get through most of those raids as well.  So, you'll be doing these raids a LOT to help out everyone in your guild who was kind enough to help you out.  That is, IF what you needed, dropped on the first attempt.  Oh, did I forget to mention that anything of real value in a game like WoW requires HOURS upon DAYS upon MONTHS of grinding to even obtain?  That, or insane luck.  There's a reason I never got past level 10 anytime I attempted to play it.  Let's not even mention the Quests which are ALL "kill x number of monsters" or "kill this monster until it randomly drops this item x amount of times".  This is not a quest, this is grinding, it's also unnecessary.  Let's also not forget that 90% of all of your experience WILL come from these grindtastic quests instead of simple monster murdering.  Kill the 30 polar bears for bear butt hides, that'll net you about 100 xp...  Turn the butts in to the quest giver, it somehow gives you 1200 xp.  Yeah, thanks for creating a system that is designed to waste the time of all who play.  Now, we get to the real meat of it...  How many people are STILL PLAYING WoW?  Despite all the annoying insane grind?  How many have MULTIPLE CHARACTERS?  Clearly, people enjoy repetition and grind if they can later brag that their e-penis is bigger than someone else's.  That's what a MMO does.  Grindtastic to get a digital doohickey that you'll only use for more grindtastic things in the game just so you cave wave it at other people you know and impress them.  Why do you think so many mounts exist in that game?  Mounts who are all basically identical (there are some that aren't, but we're talking like 90% are identical), but they're everywhere.  They are for bragging rights and nothing more.  Now, here's the fun thing.  If WoW was a solo affair...  That is, nobody else played with you or could play with you, and you had to play it solo...  How good of a game would it be?  In about 20 minutes, you'd notice how grindy and nonsensical it is.  You'd notice how much story is simply ignored.

As for MMOs being played for the "social" aspect.  I'd have to argue that such a thing would really only be valid if you were trying to say those people are morons.  Now, that's nothing against standard MMO players.  I enjoy MMOs too.  I don't play many of them anymore for lack of time or because they're all super grindtastic...  But, I do enjoy well-designed MMOs and play those.  If you had EVER taken a look in any given chat box in an MMO, it's filled with so much spam, that a normal player wouldn't bother typing into it 'cause nobody will see your message.  Random trade junk that doesn't need to be said, millions of guild join requests from random people just clicking on you cause you wandered into town, tons of raid speak and people standing around for hours on end trying to get a group together to go for a raid, or wait for a raid to even reset or restart, money scams, beggars, people buying or selling characters/accounts, etcetera.  This, my friend, is not a social place to be.  We're not even getting into all the sexist and racist comments that you frequently see in MMOs either.  If you're playing an MMO for the "social" aspect, with all of that stuff going on in the chat...  You're either an idiot or a liar.  Now, if we're talking "clans" and "guilds" and all that nonsense...  It's honestly more standing around and waiting with people than actually socializing.  It's also number crunching and MMO speak.  Again, this isn't really socializing.  I would expect actual socializing to be "hey, how are you doing? what's going on?  let's go kill some monsters together while we wait for our clan to get online to do that raid".  But, that's very seldom what it ever is.  I'm sure there are examples to prove me wrong, just like there are exceptions to every rule...  But almost every MMO I've ever played, that's my experience.  I tend to quit them fairly early on because of it.  If an MMO does have a real social aspect or even actual RP channels, I will stick around longer.  But, most do not.  Most are filled with spam and garbage.  Not really a game to play for a "social aspect".  I actually get more interesting conversations out of my Xbox Live than I've ever gotten on an MMO...  And that's usually talking to just random people.  Granted, it tends to have the same amount of BS...  But at least there's a possibility of a decent conversation or meeting someone awesome who isn't obsessed with what they're playing at the moment.

Okay, now that I'm done with that rant...  Let me cool down some and try to address some of your post without flying off the handle, ha ha.

Personally, I think level caps and specializations have their place.  I don't mind a low level cap if it's executed well.  Most games do not execute it well, so I don't place a whole lot of stock in it.  If you play a 100 hour game and reach the level cap of 30 a few hours before the end of the game, it's executed well.  Or, if you don't reach the level cap before the end of the game, it's executed well.  If, however, I hit level cap (as I do in SO MANY FREAKIN' GAMES) before even the halfway point of the game, then I fail to even see the point of limiting my level other than a designer not knowing what they are doing, or being incredibly lazy in production.  If they couldn't even be bothered to make sure I'd hit cap only when close to the end of the game and not before the halfway point, what faith should I even place in them as game designers?  It's a rookie mistake that AAA titles shouldn't make and so often do.  I also do not mind specializations if executed well.  However, the problem you tend to have is specializations lead to everyone playing the game exactly the same.  They roll with the Holy Trinity and nothing else.  Even if they hate the characters who make up the Holy Trinity, it's what they roll with, 'cause it's the most effective team the game offers.  Tank, DPS, Healer.  A proper game designer would let every character shine no matter who you chose to bring along with you, regardless of specialization.  Most games aren't designed this way.  More laziness or just people who don't know what they're doing.  Some people enjoy the Holy Trinity, some don't.  I carry little animosity toward the "holy trinity".  I do carry some apprehension in game developers using it and failing to see that they can innovate it somewhat.  This is one of the reasons I liked D&D 4E so much...  Whatever class you picked... It was only effective if you were an advanced player and knew how to exploit the crap out of your character...  Or if you were a newbie and took some of the listed builds.  The listed builds were hyper-specializations of your class, made to fill a specific role.  You characters only really excelled when they were that hyper-specialized.  Most games don't do that.  Generally, it's just easier to avoid anything that has a "holy trinity" if you're looking for any kind of innovation.  I don't always avoid these things, but I do enough so that I don't feel like every single RPG I play is exactly the same.

The initial concept of my game was "Is it possible to create a game where every single choice matters in a way that no other game has ever done before?  Every choice changes the story?  Can it be done?".  With that simple concept, I started trying to deconstruct other stuff within the RPG world.  I decided it would be better if players had to earn their stats and equipment instead of just bashing monsters over the head.  I decided that while classes could be hyper-specialized, they could also be extremely customizable to allow players smarter than me to find builds for characters that worked better than I had initially planned.  I decided that gaining levels should exist, but only as a means to measure what you'd have access to, and these levels wouldn't ever shut you out of content, only open up more convenient content.  I decided to make my system entirely Quest based so that players would be immersed in the story and their choices as often as possible instead of worrying about combat and stats as much.  I also decided that Quests could be deconstructed somewhat in that there should be the option to outright refuse Quests and never have them offered again, that refusal was a viable option.  I also decided to deconstruct morality systems and try to make a playthrough as either a good or a bad person equally viable without giving either side any kind of advantage.  The things you can come up with when you just try to challenge what's already out there and ask "could it be done differently?" instead of "what is the best way to do it?" or "what do players prefer?".  The curious will always flock to something new, the impressed will stick around.

You see, it doesn't matter how you design your game, as long as you remember those two rules.  Create enough curiosity to get people to give it a try.  Once they're there, impress them with what you've created so that they stay.  Even if all you have is vanilla icecream for sale, if you make it the absolute best vanilla icecream in the world, people will come back for more of it.
 

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