The trouble with getting it right is that MMOG's players don't feel like they are achiving if they are not getting level's, or if they hit the level cap..
"What, the level cap is 10, that's just stupid, I'm not playing this game anymore there's nothing to do"
and so on, because devlopers can't see that capping the levels low keep's PvP competative and means they don't have to make lot's of repeating mobs..
I've done a design draft for what I think would be a pretty good MMOG concept, rather than lot's of level's to keep playing, lot's of quests and mobs that take effective teaming to beat, with a level cap that can be reached in around a week or so.
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-Jenn
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