- Joined
- Jul 22, 2014
- Messages
- 5,624
- Reaction score
- 5,107
- First Language
- English
- Primarily Uses
- RMVXA
I hate the idea of progress-based level caps (and even level caps in general) in a single-player RPG. If a player enjoys leveling, allow them to level. Why? Because they enjoy it.
There are valid concerns to be had with, for example, getting lost in a dungeon and unintentionally making the next segment of the game too easy (because you unwisely forced the player into random encounters while they were lost - a bad design decision in itself). This can be corrected by using relatively steep graduations in both the amount of EXP required for each level, and the amount of EXP you get from monsters in different areas (as a super-extreme example, if I'm getting 100 EXP from each monster in the current dungeon, and 2500 EXP from each monster in the next dungeon, then even a lot of encounters will only raise my level slightly above where it's supposed to be, and therefore you'd be able to easily control my level as a designer).
@Basileus beautifully explained a lot of the faults with level caps, and the reasons that they don't add anything to your game anyhow. Rather than parrot most of those same concerns, I just want to recommend reading that long-but-worthwhile post above.
Note that in a massively multiplayer RPG, level caps (or at least severely diminishing returns from levels) can be necessary to ensure game balance and therefore a satisfying experience for everyone where every player can feel like they can pursue goals that are meaningful to them - without that effort eternally being made inconsequential by another player who has put in ten-thousand hours to their one-thousand.
There are valid concerns to be had with, for example, getting lost in a dungeon and unintentionally making the next segment of the game too easy (because you unwisely forced the player into random encounters while they were lost - a bad design decision in itself). This can be corrected by using relatively steep graduations in both the amount of EXP required for each level, and the amount of EXP you get from monsters in different areas (as a super-extreme example, if I'm getting 100 EXP from each monster in the current dungeon, and 2500 EXP from each monster in the next dungeon, then even a lot of encounters will only raise my level slightly above where it's supposed to be, and therefore you'd be able to easily control my level as a designer).
@Basileus beautifully explained a lot of the faults with level caps, and the reasons that they don't add anything to your game anyhow. Rather than parrot most of those same concerns, I just want to recommend reading that long-but-worthwhile post above.
Note that in a massively multiplayer RPG, level caps (or at least severely diminishing returns from levels) can be necessary to ensure game balance and therefore a satisfying experience for everyone where every player can feel like they can pursue goals that are meaningful to them - without that effort eternally being made inconsequential by another player who has put in ten-thousand hours to their one-thousand.



