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Developers have been having increasing difficulty keeping end-game players entertained and have struggled with what to do to keep them involved as customers. In today's column, Bill puts on his sweater with elbow patches, lights up the professor's pipe and weighs in with theory-crafting about endless progression. Check it out, class, then submit your work in the comments.
One could argue that having levels at all is the real issue at hand, but levels and the RPG are part and parcel. That number which gives you some measure of growth in a persistent world isn’t going anywhere. Even games that have tried to eschew levels do so by creating some new form of levels altogether (The Secret World comes to mind). Even in games where there are no set levels, some sort of advancement occurs. Ultima Online has its skills, for example. But you’re still leveling them. You have a cap there, too.
Read more of Bill Murphy's The Case for Never-ending Progression.
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