As this discussion is amazing, I had already prepared some lengthy post... but don't worry, you will be spared. I have problems continuing to write it and it's only half finished, so it may never see these forums. However, I want to make some quick notes on some of the theses that have been made so far: I will name them "Organic Development" and "Meaning of Level". I personally want to add the thesis of "Flexibility" to this discussion.
For starters, I agree with zwei2stein mostly, on the limitations that levels pose. But I see the system accomplished in Guild Wars so far as one of the best available: Instead of being confronted with an all-out complexity from the start, you have time to play around in an area (locality- and level-wise) that forgives errors more readily. Of course you could do similar things with full-fledged characters from the start, but the training area would have to be totally harmless. Being lower-leveled within a lower-level environment that has some stuff restricted (for example monsters not having skills at all, limitations to skills etc.) will feel much more challenging and thus have a much greater learning effect than being full-leveled in a designated training area. At least, that is what I think.
But I'm drifting apart.
The thesis posted most, as far as I can recount, is that of "Organic Development". Not that anyone but me named it that way, but I find this name suitable: I mean to describe with it the notion of developing the abilities of a character by actually using them. I like the idea, seriously. It is realistic, it allows for a great development. But it's not for Guild Wars, imho.
It is, for one, technically prone to the factor of time played. So, technically, a character can out-max each and everything by just being played long enough. This is a) clearly a sort of Time played > Player skill, and b) it defeats the purposes of Role-Playing altogether, which is always either 1) developing your character through experiences to be a specific rolemodel, or 2) fitting your character into a group by taking up a role, e.g. providing specific support that no-one else in the group can give at that point. Now a solution to this problem has already been noted (by all, or almost all of the people that brought this up): Dulling down of skills. Either by time (which would give more impetus to the Time played > Player Skill factor) or by usage of other, "un-aligned" skills (So a swordfighter would have his swordfighting skills dulling down over time while he is practising fire magic, for example). This, however, would defeat the Guild Wars Core Concept of "play with anyone, anywhere" - at least I see it this way. What use is teleporting and being able to play with every single player on any of the worlds, if you cannot freely play what you want, because refitting your character in a new role would take months? I really take GW as having a role-playing-concept along the lines of my aforementioned 2, not like concept 1, which is applied by most traditional MMORPGs.
A third solution would be a straight-out limit of development. So, you play and develop, and you know that there is a ceiling or cap on your development. It is basically up to you, if you develop a swordfighter, a mage, or a fighting mage. But you have only so-and-so many level or ability increases, and if they're used up, you'll be able to refine your skills along those lines, but you won't be able to gain some higher general level (so if you're Swordfighter Level 8, you might be able to learn some neat new Swordfighter Skill over time, but you won't be able to increase to Level 9 along with limitations to what you can learn - or how quick you can learn it (having an intertwined system of level requirements and experience or whatever cost would help here. Say, a skill is available at level 6, for 5000 XP. You can get it at level 5, though, for 10.000 XP, at level 4 for 20.000 XP and so on.) Well, where was I? Ah, sure. The problem of such a limited system is again, that it is very strict and would possibly punish a "wrong" decision too much.
Some players have mentioned that Levels should mean something. "Meaning of Level" is an old concept, maybe the oldest there is. It sets Level as Power, Ability, Skill and Bragging Rights. It's Level 124, playing 24/7/52 beating the crap out of Level 35 who can only play 10 hours every weekend. It's "I have already played 15000 hours, and so I righteously own your ..., you 500-hour-player." It's power. People like gaining power. Getting stronger. Don't look at me. I know the more "ideal" power gain in Guild Wars (improving in your own knowledge of the game and your own performance/skill putting that knowledge to use) very well. But some people prefer the more "material" (in this case taken as opposite to "ideal") gain or reward.
Problem with this system is, that Guild Wars is designed with Casual Players at least kept in mind. They have to do it, and I really like them doing it that way. That means, there is the creed of "Player Skill > Time Played". And that is exactly opposed to the "Level 100 should mean something and a level 100 should be able to own anyone level 90 or lower."
This is clearly shown in Goast's post:
Quote:
Originally Posted by Goast
Ok that said,what I mean about skills refleckting your lvl is:instead of useing attributes for how strong a skill is,I think the lvl of the charter should determin how storng a attack should be,not where I have a certin number in my profile.If my charter is maxed out I want to do max dammage -armour alignment of course or any saving throws or whatever.
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It is a completely different conception of skill and power. What Goast calls "where I have a certain number in my profile" is an additional tactical layer to me. Limits, distribution, allocation. It's tactical, and it is a great element, as it puts more power on the thought/knowledge/skill side over the "time played" side. (No offense meant, Goast, but the wording was just too good to not use this to make my point here.)
Of course, I'm largely exaggerating here. I don't take on anyone specific, I just try to sketch some sort of archetype, which, by its very definition, has to be extreme, as every actual conception would be a compromise between possible underlying archetypes.
Finally, Flexibility. Of course, this is where critics will smite me, as this is my personal view. However, I want to add it here. I see this as a core concept of Guild Wars: You're flexible. You aren't artificially limited (look at teleport for example). This goes well with the 2nd named Role-Playing model: Fitting into a group by taking a specific role. I mean, I have seen the first days of Guild Wars, and it was much more like a traditional MMORPG back then. You could reallocate your attributes everywhere, but you could only take down a certain number of points that filled up again by gaining experience. This system was dropped in favor of the (better, because more flexible) system of being able to freely reallocate attributes while in a designated "peaceful area" (outposts, towns, mission points) while being unable (except for increases) to do so while in a "fighting area". And seriously, I like it. You don't have to be afraid to develop into the "wrong" direction, as you can quickly shift to another priority. Of course, this is done by numbers - after all, it might be the simplest language of the world. But keeping in mind that Guild Wars is designed to appeal to Casual Gamers more than most other MMORPGs, with the concept of Player Skill > Time played, with the flexible design to be virtually everywhere and not having to travel long times before getting somewhere... it's what makes it appealing to me as well. If I know I only got an hour to play, I will instantaneously strike out every game that takes too long to get into or in which I cannot achieve anything within an hour in my mind. Advantage of GW is, yes, while there are high-end areas taking multiple hours (which is good), and missions which take definetly some amount of time (which is good as well), there are things to do like hunting an elite, doing a quest, which can be easily completed within little time, and in GW, how long you take for such a thing is independent on where you logged out, as you can travel to virtually anywhere within a couple of seconds. And if I have a little more time, and a group of friends is forming for some high-end stuff, I can be with them in a jiffy, ask: "What is needed?" and relocate my attributes accordingly. Of course, this is also something dependant. But actually, it is my choice - albeit limited by my ability - in how many different ways I want to be able to play my Warrior, my Ranger, my Elementalist or my Mesmer. I can be a tank or a damage dealer, or an interrupter, a spiker or a nuker, a support character. If I actually have outfitted my character (suitable skills available, suitable equipment), it takes an adjustment of my skill bar and my attribute allocations to fill out one of the other roles, if it is required.
So, to summarize. I am strongly opposed to the point of "Level should be the determining factor of everything". This would be taking away tactical layers and giving too much emphasis on time played. If this is really what you want, you might be better off with a more traditional MMORPG. The moment a lower-level character has no possibility to win over a higher-leveled one (within certain limits - whereas where those limits lie would be another debate), no matter how perfect he applies all of his skills and how few the actual actions of the higher-leveled character are - that is the moment in which a game has lost it's tactical component and comes down to be a game of comparison of time spent within.
I do like the Organic Development thing, but I don't see it coming for GW. It's not designed this way, as far as I can see it. And it doesn't have to be, either. I have seen good games that tried to do this, and I liked those that I played pretty much. To think of a perfected variant of this system is... amazing. But for Guild Wars, for the game I play online with friends, every now and then, and sometimes hours over hours, I think, a system of flexibility is best. And flexibility is easiest realized by numbers.
But after all, I see leveling as something that might be a possibility to scale stuff for beginners, like it was done in Factions and Nightfall. Leveling is something that we do in order to enjoy the game. We do it by just playing, and just playing and enjoying is the greatest good that we try to achieve with everything we do in-game. The moment that makes levels matter too much is making leveling the greatest good, or a greater good than enjoying. Then it is priority. That is a danger. Making something that is done while doing something that we "want to do", suddenly becoming something we "have to do" in order to be able to do what we want to do, that is introducing grind.
Hope I didn't get too far off topic, and hope that my text is understandable. If any questions arise, please, ask. Of course, this post is always taking into account that levels up to some point equal power. If the flattened power curve that has been spoken of is realized as I imagine, it might be really interesting in GW2. Now this post is longer than what I had originally started to prepare. If you are interested in the original planned post, please message me, I'll send it to you.
@Sisyphean nice note on the arbitrary limiting of content there. Although with the younger/older bonsai and "not inherently better, but more customization, more character" this reminded me very much of Guild Wars as it is nowadays. I do have a problem with the long term character development, though, as I see it standing against mechanisms of flexibility that make Guild Wars as it is. But I have usually argued that it actually is development - just abstracted from the factor "time". But that would be very difficult to explain now. At least to me. In english. Written. So take this as a side-note. Just didn't want to leave this uncommented.