Ye olde level cap discussion.
by Aveh | 06/04/2011 10:49:04![]() I was talking with a friend of mine today about a bunch of different games and something occurred to me that is actually extremely significant in regards to how D3 will play out. We were talking about Phantasy Star Online for Gamecube, which both of us had logged literally hundreds of hours on, and he asked me "Why was that game so fun? It was the same stuff over and over, how did we not get bored instantly?" I thought about it for a second and realized something - level cap. In Phantasy Star Online, the max level was 200. This is actually quite similar to how the level cap worked in D2. The cap was high, the levelling curve was long and got very steep at the end. Even after hundreds of hours on a single character, I think the max I reached was 145 in Phantasy Star. Also, even with the hundreds of hours I spent playing Diablo 2, I don't think I ever had a level 99 character. I think 97 was my maximum reached. Anyway, having a high and very difficult to achieve level cap is actually a GOOD thing for continued playability. In most games, when you hit max level, you're done. You character can no longer increase in strength other than gear that you might receive. What this does subconciously is actually give LESS reward for MORE play time. So when you hit max level, everything you do is less valuable. This has a huge effect on a player's subconcious. I've seen it a hundred times in other games where myself or friends of mine would play a game and because we're thorough, we hit max level way before the game is finished and a lot of times just stop playing. I can use Fallout: New Vegas as an example here, the level cap is 30(I think) and is actually somewhat easily reached long before you get the chance to confront the final antagonist. You're basically playing the last 1/3rd of the game at max level and gain nothing as you play, which makes the time feel wasted to the player. One of my friends stopped playing for a few weeks once he hit max level and realized that he was gaining nothing from most of the things he did. I'm concerned for D3 and the direction that it's seems to be headed. Since they've made the level cap much lower and more obtainable, without a significant amount of motivation to continue playing a character past that point, many players will stop playing the game(especially once rerolling alts is boring). It comes down to how much return we're getting for our efforts, and if we hit max level, we're losing that portion of the benefit of continuing to play that specific character. All this being said, good, progressive endgame features can replace the subconcious feeling of needing to "level up". It's just a matter of WHAT they decide to do for endgame in D3. Frankly though, I don't see PvP and collecting items being the answer. I don't know what sparked the decision to lower the level cap in D3. I would actually be very curious to find out. |
by Bashiok | 06/04/2011 23:34:33![]() Good discussion! It's an old topic I know but there's a lot of good points and counter-points being brought up. So just to reiterate some things and maybe draw it back to more specific bullet points of why a lower level cap is (we believe) better for the game: I'm sure I'm leaving out a good point or two. The real bottom line is that we understand people like having those long term goals, and those feel good to chase and eventually achieve, but we do not feel one needs to be character level, and in fact making character levels a long term goal brings a great many negative effects with them (keeping in mind our goals for how important each level should feel). We do not doubt that people will feel good about chasing the long term goals of building the perfect character, getting a playtime intensive achievement, leveling up an artisan to max, or any of the other many individual long term progression systems the game offers. [ Post edited by Bashiok ] |
by Bashiok | 08/04/2011 00:46:33![]()
I'd like to know why. Why is that obviously the reason? I'm not picking on you, I've seen more than a few people say this. Is it because obviously people wouldn't buy an expansion unless it had more levels? That's obviously not true because LoD sold many copies based on an additional act, new classes, new items, runewords, jewels, charms, cubing, 800x600 resolution, etc. etc. So looking at what expansions provide, how is it logical to say that we'd obviously make level 60 the cap so we could finally have some way to sell these pesky expansion things? If you want to draw the WoW comparison, Cataclysm only offers an additional 5 levels, as opposed to the previous expansions' 10 levels each, and it was still the fasting selling PC game in history, topping the previous title holder, Wrath of the Lich King. And you could make the argument "Well there are a lot of things that go into that beyond just some more levels." And I would say "Exactly." If we felt 99 was the best level cap to have in Diablo III, that's what we'd be doing. We work extremely hard to design, produce, test, and support finely polished games with a strong focus on fun, and that is the obvious reason these design decisions are made. |
by Bashiok | 08/04/2011 01:00:23![]() Let me follow that up with a disclaimer - We aren't thinking about an expansion at all yet, but as levels are intended to pace content (we expect you to hit the last level around when you kill the last boss on Hell) it's not unreasonable to assume that additional levels would be present in an expansion, assuming it did offer additional content we'd want more levels to keep pace with. I don't refute the logic that an expansion could bring more levels, but I fully refute any idea that we're making design decisions that directly impact the core of the player progression system so we can have a bullet point on the back of a box. [ Post edited by Bashiok ] |


