Character levels have been an essential part of the game design toolkit for a long time. In many cases, they work quite well, such as in single-player games and in tabletop environments with a set group of players. However, when it comes to massively multiplayer games, there are also quite a few problems with this design paradigm, especially if the game manages to persist for an extended period of time.
The prominent example that illustrates this is World of Warcraft that recently celebrated its 10th anniversary and, in a highly controversial move, introduced an opportunity for players to purchase a boost for their character to near-max level.
In this post, I will examine this design element, the upcoming Timewalking design element that is about to be introduced to the game to alleviate other issues with level-based design, and some alternative designs as featured in Ultima Online, EVE, and Guild Wars 2.
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