- 5,918
- 4,504
I won't argue with your contention that there needs to be some visible gain in power to differentiate a new character from a veteran character, but levels are merely one way of doing that, albeit very succinctly. There are plenty of games in which the player gains power but does not use a leveling system (or even an experience system for that matter). In some (most?) of those games your power is gained from your acquired items (and often the items will give you new skills). For example, in Don't Starve you never gain a single level, but you can gain items like:Levelling is needed for no other reason that to assign a numerical value to player power, so other players can recognize that player power for grouping purposes. If there are no numerical levels, how do I know the rogue in my party isn't doing the dps of a 'level' 10, when we want to explore a dungeon where the mobs are 'level' 50? Titles? Isn't tht just another form of 'leveling'? There needs to be levels just like there needs to be classes/jobs... Can you imagine forming a PVE group without them?
- Armor - 4 different tiers - Absorbs a % of all incoming damage
- Melee weapons - 4 tiers - Each subsequent tier hits harder and sometimes has varying durability
- Ranged weapons
- Sleep dart - puts creatures to sleep
- Blow dart - does ranged damage
- Boomerang - has 10 charges of ranged damage
- Fire dart - lights objects on fire (number of hits required to ignite varies by object/creature)
- Special items
- Pan flute - AOE sleep
- Frost staff - Freezes creatures (number of hits to freeze varies by creature)
- Amulet - Allows you to resurrect yourself when you die (death is permanent, otherwise)
Anyway, you get the idea. All of the items are equipped or used on a hot bar (that is also your inventory - not the best UI, but there it is). You gain no new abilities, health points, or any kind of stat, there are no levels, and yet a new character is significantly weaker than a veteran character.
Edit: I forgot to mention that there are resists and highly specialized gear too like a Beekeeper's Hood which doesn't protect you against normal attacks, but reduces like 90% of incoming damage from bees. There are also cold resist items (fluffy jackets, winter hats), and items that store heat while standing next to a campfire and allows you to traverse a wintery landscape for a longer period than you could otherwise.
My point is, I think an MMO with item based "leveling" has the potential to be very interesting andpossiblyflirt with the aforementioned sandbox term more intimately than any MMO to date. It also has the potential to really suck. I'd say it is much more likely to suck than to be awesome, but I'm a cynic at heart.