
Originally Posted by
Zenicetus
There are two problems with that approach, realistic as it may be. First, a certain percentage of the RPG player base is addicted to the leveling process itself as a big part of a game's reward system, and won't have fun once it stops. I'll bet Blizzard lost a chunk of its subscriber base between the level cap for the first version of WoW, and the first major expansion that raised the roof.
Second, when the level cap is hit, there has to be something else to keep the player interested. Suddenly the quality of whatever story line you haven't seen yet, and whatever NPC's you haven't interacted with yet, becomes twice as important.
I noticed this when playing the first two expansion DLC's for Fallout 3, which were released after I hit the level cap in the main campaign (the third expansion after these did raise the level cap). I was much more critical of the quality and length of those first two F3 DLC's, the story lines especially, because my character was already as strong as he was going to get. That's just human nature. Your game had better be really outstanding, if you're going to cap the levels before the player has seen all the content.
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