Actually, adding or removing letters to an alphabet is far less demanding that changing vocabulary, subtext, and complexity. Numerous languages have done so without issue, but trying to get someone to understand text outside their capabilities is impossible. Stats changing on a ratio don't actually change anything and if you can count or glance at a health bar it isn't an issue. Tactics building is what levels are all about, limiting the tools makes you more likely to understand each tool better and thus fit them together better. That's also literally how education and training works. On the topic of challenge, levels provide the ability for players to choose their challenge, but you already knew that because I've been saying it for years. You'll probably say it doesn't exist or matter, I know you like that tactic, but vague personal anecdotes and "because I say so" doesn't actually mean anything when it comes to this topic, whereas these systems are obviously parallel to how pretty much everything around the world operates.
What is the GW2 equivilent of The Republic
? Once you are an adult are you forced to read only adult books and everything like an SAT question? No, you can read any level of book with any style. Recently I have read quite a few Duck and Goose
and Winne the Pooh
books, along with many other books targetted at young children. Is that because I find the content to be compelling and rich in educational value for an adult? No, it's because I'm reading to my two-year-old niece and I enjoy that experience. Do I have to take my level 80 character to a level 15-25 zone? No, but I enjoy exploring the zone with my guild mate. I don't have to zip from map objective to map objective, just like I don't have to read Duck and Goose: It's Time forChristmas
as fast as I can with no emotion, only paying attention to the main points.
Levels don't restrict me, they don't impact my activity to any large degree. My activity is not dictated by my level. My goal is not to send all my characters to one spot to farm.
I made the exact point I wanted to make, which you repeated. There is no difference in motivations or activity between a game with a high number of levels, a low number of levels, or no levels at all. Levels are just a universal indicator that are useless without considering the structure of the game. That is a lesson you should have learned years ago when I talked about levels. The levels don't matter, all that matters is the structure of the gating, progression, and the learning systems. You can have a game with no "levels" that is far more restrictive than GW2, and when you can do nearly anything with a selection of zones to pick from GW2 can't be called restrictive at all.
When you're just enjoying the activity of the game you're not limited. I don't view reading to my niece as a waste of time, even though I could use that time reading research I need to do for work. I don't view inefficient time in GW2 with guildmates as wasted time. I know how to be efficient with leveling in GW2 too, my best so far is 50 hours to level 80 with no boosts, limited to two crafting professions with "inefficient time" sprinkled in, maybe that could be an issue for some as well. Overall it just seems like there are some personal issues with the idea your character is not perfect right away.
Wheerever the hell I want, that's the point
You still can't go "wheerver the hell I want", you have to get to the zones first. In order to get to the zones you have to go through other zones. What you are really saying is you don't want anything to do with those zones, you have a particular point in mind and that is the only place with any value to you. You could do that in Morrowind, you could walk a straight line to nearly any point, but did most people do that? Not that I know of, most people wandered around through connected territory. The structure of GW2 is exactly how people naturally play games when they want to just play a game in the first place. So instead of playing the game in between point A and point B you view the actual content and experiences of the game as simply a barrier between point A and point B. That is setting yourself up for grind and the definition of endgame mentality. Again and again the message is repeated, "I don't like the things I can do in the game but I keep playing it for the rewards at the end of the game".
So again, do we need levels? No, but the game wouldn't be any better without them. Another gating mechanism would be used to fulfill the same objectives, and from past experience it would probably be a more restrictive gating mechanism, like linear story progression, gear, map completion, or "ranks, tiers" or any other name for another leveling system.
Edited by Krazzar, 20 February 2013 - 12:23 AM.