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Editorial Rampant Coyote on Level Up Frequency

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Tags: Jay Barnson; Rampant Games

Jay "Rampant Coyote" Barnson, developer of Frayed Knights (vote for it on Steam Greenlight!), has put up a blog post in which he muses about trends in level up frequency. It's fairly short, so I'll just quote the entire thing.

Back in the (somewhat) earlier dice & paper RPG days, one of the key differences between skill-based RPG systems and class/level based systems (which have now married and have had lots of hybrid babies) was the pace of character progression. In a skill-based system, you typically gained abilities, or points to spend on abilities, after every session / adventure. In the case of point-buy systems, you could often spend the points immediately on small gains, or save them up for more impressive abilities.​

Class / Level based systems – of which Dungeons & Dragons was the role-model – were generally slower, with intermediate gains usually in the form of improved equipment. But then you got all of your gains as one package of bonuses, which felt great. In skill-based systems, the incremental improvements were not as noticeable, but suddenly being able to cast 3rd level spells in D&D was huge – on top of extra hit points, better chances of hitting, better saving throws, and more spells overall. Instead of a constant slope, you had a staircase, where each step felt like a significant increase. Unless you were playing a fighter, I guess…​

But in earlier editions of D&D, those levels (if the DM was playing by the rules *) came pretty quickly early on, but came progressively slower. It was not uncommon to hit 2nd level after a single adventure, but going from 7th to 8th level might take months of weekly sessions. One might argue that this was really too slow and would make characters feel stale and drag the game, and that would not be entirely incorrect. However, up through the 1st edition of Advanced D&D there was something of a “soft cap” around 9th level (closer to 6th level in the original), after which non-spellcasting class progression became really kind of meaningless. So around 7th or 8th level you were really entering the “end game” area, and at that point progression really became more about acquisition of equipment (and sometimes followers, and eventually even castles).​

A few CRPGs (particularly those most closely adhering to D&D style rules, whether informally or via license) followed this slower progression rate. The Ultima games started with unbounded, frequent level gains, and then capped them at lower progression for the middle saga. The later games went more towards the skill-based progression.​

One interesting approach (IMO) was Dungeons & Dragons Online, which by license used a system based on 3rd edition D&D, but due to the limited level ranges really slowed down progression. In exchange, they offered small advancements in the form of ranks between levels – a more skill-based form of minor improvements.​

But most CRPGs nowadays tend to keep progression at a pretty steady, rapid pace, slowing gradually. For MMOs, I’m sure teams have it down to a mathematical abstraction of something like a level per 20 hours of average, active play or something along those lines. For action-RPGs, it seems like it averages closer to a level every hour or two. My own game, Frayed Knights: The Skull of S’makh-Daon, slowed things down a little bit with only around 10 levels of progression for an approximately 30 hour game.​

Obviously, there’s no magic number for an “optimal” progression rate. There are way too many variables. The player should be having a good time throughout the game, and whether that’s because of treasure hunting, achieving new levels, having a blast running through levels or being riveted to the plot – or any / all of the above, is immaterial. But it does seem that there’s an expectation of a more rapid pace of leveling in modern CRPGs than there was in previous eras. Then again, people generally have less patience for the length of the older games, but I hesitate to make that any kind of blanket statement considering the length of some of my modern favorites.​

Does slower character progression frustrate you, as a player? Or is that merely a symptom of a game being too slow as a whole? On the flip side, do you ever feel progression is too fast, and you don’t have the ability to fully understand or master your character’s new abilities before the next ones come in?​
 

LeStryfe79

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I can't think of a better leveling system than Path of Exile, at least when it comes to more modern CRPGs.
 

janjetina

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There are three requirements that should be kept with respect to leveling:
  • each "level up" should give the player a choice of significantly advancing /developing his character(s), i.e. many numbers should potentially be going up, as decided by the player - this relies on character / skill system
  • above mentioned stat / skill increase on level up needs to have a visible impact on gameplay, the player should immediately feel more powerful in the increased aspects - this relies on the skill system and world design with respect to skill use and encounters
  • there should be challenge present in the game world for the new, stronger player - this relies on the world and encounter design
Keeping those three requirements is where many RPGs fail. Level up frequency is a secondary issue to that.
 

Dorateen

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I prefer a slower leveling progression. In addition, I think it's best when the game is modular in scope. That is 1 to 7 levels, maybe 8, at most. Then transfer the characters into a new release, to continue their advancement. Problem with more recent titels is trying to cram 20 or 30 levels into one campaign.

Also, playing a fighter in AD&D, I always looked forward to each level and the increase in hitpoints, granting more staying power as well as the other increases that made for a stronger character. And then greatly anticipating level 7 with that extra attack, every other round...
 

LeStryfe79

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There are three requirements that should be kept with respect to leveling:
  • each "level up" should give the player a choice of significantly advancing /developing his character(s), i.e. many numbers should potentially be going up, as decided by the player - this relies on character / skill system
  • above mentioned stat / skill increase on level up needs to have a visible impact on gameplay, the player should immediately feel more powerful in the increased aspects - this relies on the skill system and world design with respect to skill use and encounters
  • there should be challenge present in the game world for the new, stronger player - this relies on the world and encounter design
Keeping those three requirements is where many RPGs fail. Level up frequency is a secondary issue to that.

Your requirements stink. According to you, God of War and World of Warcraft have great leveling systems, while Arcanum and Fallout do not.
 

janjetina

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There are three requirements that should be kept with respect to leveling:
  • each "level up" should give the player a choice of significantly advancing /developing his character(s), i.e. many numbers should potentially be going up, as decided by the player - this relies on character / skill system
  • above mentioned stat / skill increase on level up needs to have a visible impact on gameplay, the player should immediately feel more powerful in the increased aspects - this relies on the skill system and world design with respect to skill use and encounters
  • there should be challenge present in the game world for the new, stronger player - this relies on the world and encounter design
Keeping those three requirements is where many RPGs fail. Level up frequency is a secondary issue to that.


Your requirements stink. According to you, God of War and World of Warcraft have great leveling systems, while Arcanum and Fallout do not.

Wrong. First, I don't know about God of War and World of Warcraft, because I haven't played those games, but if they meet those requirements, their leveling systems are not a part of a problem.
Second, Fallout meets those requirements. Let me distill them in simple terms for you to understand.
Requirement 1: many numbers going up on the leveling screen. Check. It's obvious, you get many skill points to distribute and perks are powerful.
Requirement 2: you are much stronger after leveling up. Check. Encounters that were troublesome before the level up become easier. Some impossible encounters become possible.
Requirement 3: there are still dangerous enemies left. Check (up to a point). Supermutants can still shred you to pieces even when you are at level 18 or so at the end of the game.
Leveling is what Fallout did right.
 

zeitgeist

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One interesting approach (IMO) was Dungeons & Dragons Online, which by license used a system based on 3rd edition D&D, but due to the limited level ranges really slowed down progression. In exchange, they offered small advancements in the form of ranks between levels – a more skill-based form of minor improvements.
This didn't really do that much in practice because the action points (which you used to buy enhancements) were, IIRC, only 4 per level, and the enhancements (after the first cheap ones) were 2-6 AP, plus you had to have the right prerequisites for them and so on, so it was more about saving AP for most of the level (or multiple levels, given that the most effective builds often relied on specific enhancements taken at late times in the level progression) to get an enhancement which would slightly change/enhance your playstyle.
 

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janjetina

It's very possible in Fallout to gain levels without getting much stronger, or were you referring to Fallout 3?
 

Wyrmlord

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Fallout had the right speed. You gained a new level after every town or area you visited, so you felt there was some definite and real progress going on.

While fast leveling can be bad, I still say it's better than very slow leveling. What's the point of having a game with progression if it never seems to happen? It's why when playing BG1, I left Nashkel Mines after seeing the 7 XP for each kobold killed, and instead went to explore the wilderness for some real challenge.
 

janjetina

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janjetina

It's very possible in Fallout to gain levels without getting much stronger, or were you referring to Fallout 3?

It's possible, if you are somehow impaired and unable to distribute skill points efficiently. But I assume that the player is not a "special" case. Also, I haven't played Fallout 3, but from what I read, it has level scaling, which is in contradiction with requirement 2. Since you apeear to be an expert on Fallout 3, you can correct me if I'm wrong.
 

LeStryfe79

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janjetina
I assume by "impaired" you mean lacking any sort of meta knowledge as to what skills would be more useful than others?

Fallout's leveling system was unfair, which is precisely why it was good. On the other hand, Fallout 3 gave perks, equipment, and other niceties at a uniform pace, ensuring fun leveling and a fair experience for everyone. It had difficulty sliders too to ensure a reasonable challenge. I have seen about a hundred hours or so of most of the Fallouts, and I can safely say that Fallout 3's leveling system more closely resembles your requirements. I understand what you originally wrote, and I've seen those exact characteristics listed in the design documents of many modern RPG's. I don't like them because they are too friendly and systematic. I prefer systems that are obtuse and unbalanced, because it creates more emergent gameplay with a wider variety of outcomes. Yes I was trolling you, but I've heard that same speech on leveling so many times that it gave me a headache.

Sorry bro, my bad.
:hug:
 

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