If the main reward of the game is level progression, that's Diablo-like. How about story, new places to interact with and -- well new opportunities to rolepay and improvise? This holds true regardless of any TT ruleset in the world.

I can still fully relate to the request, mind. I was amused though by the backlash when Larian had announced the initial level cap (which AFAIK was lower than 12). And people didn't even know the game back then. It's just that the expectation is that you can push that addictive "level up" button at least once every hour or two.

Clearly Diablo and generally games focused on loot&levelling loops had an influence even on more traditional CRPGs... and it's not always good one in my book. In particular if that expectation is applied to like every game out there. On top of making that level up the core reward: In most games, a level up doesn't mean just that, improved hitpoints et all. It also means aquiring new spells and abilities. If you level up like every hour or two, that means a) the time you have to get accustomed to new abilities is finite -- new ones are just a couple quests away. And b) the designers also can't create scenarios by exploring those abilities a tad longer and deeper.

Whenever I see the request of "more levels, plz", I first think of cheap carrots and even cheaper rewards, like a slot machine. Lowest common reward denominators. I just can't help it anymore. smile

Last edited by Sven_; 23/10/23 12:27 PM.