@Tai_MT
You have managed to completely miss my point. Tabletop RPGs were not designed as Skinner Boxes. They were designed as a set of rules that people could use to role-play an adventure, often a fantasy adventure like the Lord of the Rings. The stat and level progression was the means by which you could determine what was possible. Your character was NOT you. There had to be some means to measure how strong/fast/smart/experienced a character was to determine what actions could or could not be taken, otherwise it would be a jumbled mess.
The stats existed as a means of carrying the character forward to the next adventure. Continuing their story. Imagine how much "fun" it is to play an adventure in a Tabletop... and once it's over... you create a brand new character to run the next dungeon. Or, start over with all the default "new character" stuff. The extra stats in most Tabletops aren't even given out every level. Most are given out every few levels. In a game with a good DM, you are going to be finding "magic" items roughly as often as you gain stats (about every 4 levels or so).
This is why the Progression Systems came to be in Tabletops, but they serve the same purpose as the Skinner Box. Extend play time.
Video games are a bit different since they can only do what they are programmed to do. Bringing a tabletop adventure to video game form is the entire point of most early RPGs. But obviously the technical limits of the time were a huge factor in what could actually be done in the game so stats and the actions they governed were mostly limited to combat. And yes, I am well aware that many early video games were designed to milk quarters in arcades and that this mindset carried over into console games for some time. But games like Dragon Quest and Final Fantasy were not designed to be Skinner Boxes. Intentionally making Skinner Boxes is not the SNES RPG model, but rather the MMO and Mobile model sadly used by many companies today. Chrono Trigger is not made to get players addicted. Subscription games like World of Warcraft are.
Most games aren't designed to be Skinner Boxes. Yet, they use all the same things you learn from the Skinner Box. Addictive elements to extend play time. After all, who would finish Final Fantasy IV if it didn't have Progression Systems? I certainly didn't enjoy the story all that much... The gameplay itself drags on far too long when it could've been completed at the underground section and there didn't need to be a "Moon" section. I much preferred the story of FFV and FFVI to it, as they were better written. But, the Progression of FFIV was one in which your party members were swapped out frequently as well as your equipment. It wasn't your levels that mattered in the game, but which party members you would gain/lose as you went along. It also mattered every single time you opened a chest and got a piece of equipment. Both mattered far more than gaining a level.
Yet, both served the same purpose. Regular rewards at irregular intervals. A Skinner Box.
You seem to be thinking of "Empty Levels" were each level is relatively easily acquired, so the next level always feels close, and the rewards/bonuses are small so you need a lot of them to stack up into anything useful. This is not a model that all RPGs use, and it certainly wasn't how the Stat/Level system was meant to be used in tabletop games like Dungeons and Dragons.
Nope, this applies to all levelling up. Even if you gain nothing from the next level, you'll play to gain the next level if you're close, before quitting. It has little to do with what power you actually gain from a level. After a certain point in Fallout 4, I had every Perk I could've ever wanted. Yet, I was still killing every enemy for the XP. I was still happy about gaining a level when it happened. If I were close to the next level, I wouldn't put the game down until I gained it. But, the levels were meaningless to me. A smattering of extra HP I didn't need, a choice of a Perk I didn't want (or need, as I was already stupidly broken). Yet, here I was. Finishing up all the content in the game at level 98. All the DLC. I'd been stupidly broken and overpowered since Level 46. Lots of empty levels, and yet I was still forging ahead to gain more. Seeking out repeatable Quests to gain more XP, or seeking out the strongest monsters to maximize it.
Most players get a momentary thrill from gaining a level, even if that level is "empty". It's the nature of the Skinner Box. Regular Rewards at Irregular Intervals.
Once again, there is no problem if you don't want to use traditional levels in your game. Honestly I think most games use them just out of habit at this point rather than for any clear purpose.
But let me ask you this - Do the player characters in your game have everything they need right form the start?
What kind of fantasy adventure doesn't have the heroes finding magic swords and enchanted rings and things along the way? What kind of story starts off with the main characters already masters of every skill they will ever need? Why play/read/watch anything if the characters can already overcome any obstacle from the start without having to learn or overcome anything?
You need something to show a sense of the story progressing. Every single power-up in your game could be tied to major story events - characters learning new techniques after overcoming some personal flaw or getting a stat boost for defeating a powerful boss. Each mark of improvement along the way would reflect some growth of character or major accomplishment.
Or, you could have a story that is a Visual Novel in which you gain nothing except the ending and progress absolutely nothing but the story. Or a "Walking Simulator" like What Remains of Edith Finch... Games with no real "Progression System", which are completed in a couple hours and promptly put away.
Ask people who played Final Fantasy IV about Rydia overcoming her fear of fire in the story to learn the Fire spell in-game and tell me it's all just a big soulless Skinner Box.
Nobody has ever said Skinner Boxes were soulless. You're under some mistaken impression that "Skinner Box = Evil". This is not the case. Exploitative Skinner Boxes are evil... ones that promote gambling, namely. Loot Boxes? Exploitative. Really low drop rates for RNG in MMOs? Exploitative. The fact of the matter is, there are very few Exploitative Skinner Boxes compared to the amount of Skinner Boxes that exist to simply enhance the game.
You know what else is a Skinner Box? Your job. Your occupation. They give you money (regular reward) at irregular intervals (usually every 2 weeks, but not always, and it's for certain amount of hours, not always the same amount every week) for work you do. Just by engaging with Currency in any way, you're engaging with a Skinner Box.
The fact of the matter is, all the Skinner Box ever did was show us how the human mind works. Nothing more, nothing less. Or rather, how the brain works in most species. It showed us how a player can be trained to seek enjoyment from what would otherwise be mundane activities. Or, to seek the mundane activities out in order to gain a little bit of enjoyment at a later date.
That's all. Nothing more. Nothing less.
Skinner Boxes are what make an RPG that lasts more than 3 hours possible. What makes them
enjoyable for longer than 3 hours without causing burn-out or causing them to feel like a job or a chore.
If you didn't use Levels and XP, you'd use another form of the Skinner Box to provide the exact same enjoyment a player would get from Levels/XP. That's the point of a Progression System. To extend play time. Get players addicted to something to extend that play time. Is addiction fun? Can it be fun? Those addicted argue that it is fun. Is playing the same game of LoL with different players, on the same map really "fun"? It is to those addicted, isn't it? To those who find the whole thing meaningless and pointless (like myself. Not enough mental stimulation for me to get enjoyment out of it, or to see matches as anything more than playing exactly the same every single time) the addiction methods don't work. What about Loot Boxes? Well, those don't work on me either, because its the wrong sort of "Progression System" for me. They are rewards I don't care about for characters I don't care about, that do nothing I care about. Oh, I can "tag" an area of the map? Who cares? I can change the appearance of this character? Who cares? But, if those same Loot Boxes were applied to something like Pokémon, in which they are used to unlock Pokémon... or give you rare ones... Well, suddenly I care. Suddenly, I get a lot of enjoyment out of those Skinner Boxes.
That's the key, right there. The "Reward" has to be something your player wants. Which is why Video Games are absolutely flush with Skinner Boxes. To extend play time. To extend enjoyment. Players "addicted" to your last game will likely purchase the next one as well. Or the DLC. Or whatever else.
I loved Farcry 3. Got "addicted" to it. Enough that I bought Farcry 4. But, I didn't buy any Farcry game after it. Why? Because Farcry 4 wasn't as "addicting" and "fun" as Farcry 3 had been. It turned into a "collect-a-thon" with no real rewards for doing the collection. Farcry 3 had rewarded nearly every single action I'd done in the game.
It is what it is.
Personally, I don't mind Skinner Boxes as long as they're not used to promote gambling or to make a game "artificially fun". Like say... turning what amounts to a 4 hour game into a 200 hour game because the game is super stingy with it's "unlocks" and "level ups" and whatever else. I like the feeling of Progression. I hate the feeling of Being Exploited.