Most current MMOs have two different types of games. The leveling game, where characters gain rapidly in power and the end game where characters are at max level and progress slows down or stops. As seen in this thread, people are divided as to what kind of level cap they would prefer. There are a huge contingent of players who dislike being at level cap, however. I think this is the primary reason why:
While you are leveling, you are doing a variety of quests and are getting three different rewards for these quests: item upgrades, in game gold, and experience. The pace of advancement is fast and furious and you are consistently bombarded by short term and long term advancement. Once you hit level cap, however, you cease to get experience. In a sense you are only getting 2/3 of your previous loot, so you are losing some of your short term reward. At the same time, your long term rewards become further and further apart (no more levels and item gains). The game loses some of its fun appeal.
Failed Solution I: The level cap is difficult to reach (I.E. Diablo II)
The Diablo II solution is generally fairly good. It becomes increasingly difficult to reach level cap so experience stays meaningful. After about level 95, however, getting to the next level becomes so difficult, that most players cease to strive to reach it. In a sense, experience ceases to have value at this point for most people.
Failed Solution II: Endless Level Caps / Endless alternate Experience (EQ)
In Everquest you were able to buy perks for your character with excess experience once you reached cap. Some games go further in the sense that they do not have a level cap. The problem with these systems is that new players are faced with an insurmountable burden to catch up. Also, it splits community. If there is an infinite number of levels, it is harder and harder to find someone with whom you can meaningfully play.
Failed Solution III: No Leveling System
Some games avoid a leveling system at all and opt for a skills based system. The problem here is that most of these systems are actually just levels in disguise. They generally have all the problems of leveling with the added hardship that it is more difficult to tell if a certain part of the game will be too hard for you or if two players will be able to profitably group together.
B. A Similar Problem: Gold ceasing to have meaning at a "Gold Cap"
In many early games, Gold drops had the same problem as experience. Eventually players would reach a gold cap and gold would begin to become meaningless. In games like Diablo II, gold has no real trading value at high level. It is too common.
The Gold Economy Solution: Gold Sinks
MMO designers quickly realized that there was this problem with gold. The problem is that there is an endless supply of gold entering the economy and not enough for players to buy. The solution... MMO economists, theorized was to generate new ways to remove gold from the system. At first they used relatively putative systems like repairs, but as times have progressed the money sinks have gotten more and more creative. Wow in particular is incredibly creative in the way they implement money sinks. The economy is relatively stable and most players do not feel like they are being punished. Game developers now have such a good understanding of money sinks and MMO economies that most players would agree that an MMO economy where dropped gold is valueless has serious design flaws. Unfortunately, people have not made the proper extension to experience.
Why experience is a commodity like gold
Experience is like gold in the sense that it is a commodity that continues to enter the game as monsters are killed. Like gold, there are only a set number of things you can usually buy with experience (levels). The end result is exactly the same as a poor gold economy. Eventually every player has enough of a surplus of experience that it ceases to be valuable. Unfortunately, the problem is not as transparent because experience is not tradable between players. No one can truly see how valueless it is in most MMOs. If you look up "Gold Sinks", you will find a lengthy Wikipedia article. If you look up "Experience Sinks" you find nothing. This is an acute failure on account of MMO developers to understand the commodity nature of experience.
Using this understanding... why endless level caps are a bad idea
Having endless level caps is like using the following money sink... Allow players to buy better and better items, but make them cost increasing amounts of money... This is the only money sink in the game. Any MMO developed along these principles would be laughed at. The developers obviously would not understand MMO economies in the slightest. Unfortunately, most serious attempts to sink experience out of the economy have been this shallow.
What makes a good gold sink?
In order to understand what will make a good experience sink, we must understand what makes a good gold sink.
- Good gold sinks are divided into two types. Necessary gold sinks which any player can afford (repairs, training, etc) and luxury gold sinks (mounts etc)
- Luxury gold sinks provide utility, not absolute power. Examples... Mounts... Pets... Bank Storage Etc... Items...
- Luxury gold sinks ramp heavily in price (flying mounts, etc)
- Gold sinks provide services that players want to buy without them feeling like that service is punative.
C. The solution Experience Sinks
A good experience system should take the principle of gold sinks and split experience into two necessary experience sinks that every player pays and luxury experience sinks that will continue to make experience meaningful for even the most hardened power leveler.
Examples of Necessary Experience Sinks
These are the common things that current MMOs allow players to spend experience on.
- Character leveling (The better the luxury sinks, the faster this process can be)
- Any type of death experience penalty (not needed, but it is a sink), with better luxury sinks, this can be limited.
- Limited Respec (requires people to re level characters), with better luxury sinks, respec can be allowed.
- Pet Leveling (One pet)
Examples of Luxury Experience Sinks
These are examples of experience sinks that will keep experience meaninful for a long time. I believe Torchlight is uniquely poised to take advantage of several of these options.
- Character Retirement - The ultimate experience sink
- Pet / Mount Leveling (All 300 of your pets=P)
- High level Moonlighting (require higher levels to burn experience)
- Using Experience for High Level Crafting
- Asymptotic extra skill point system.
Benefits of this system
- It enables a quick level cap which will keep the community together. You will have a lot of people you can meaningfully group with.
- It keeps the rewards coming at an interesting and reasonable pace.
- The majority of content can be targeted for the lower level cap.
- Jerich






