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> <channel><title>Comments on: Do levels suck?</title> <atom:link href="http://www.raphkoster.com/2005/12/16/do-levels-suck/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: [MMO Filosofi] Levels suck!</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-2439</link> <dc:creator>[MMO Filosofi] Levels suck!</dc:creator> <pubDate>Mon, 13 Feb 2006 15:47:16 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-2439</guid> <description></description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Do levels suck?By Raph Koster.I’ve said in the past that levels suck.A few things that have been written about lately, however, prompt me to dig a little bit more at that long-held tenet of mine, because while constant self-doubt is debilitating (trust me), it also often opens up surprising new doors.My objection to levels in the past has been based around the following:&nbsp; &nbsp; * The way in which they pull people apart&nbsp; &nbsp; * The psychological impact of constantly pushing a lever for another pellet&nbsp; &nbsp; * The huge content multiplier they impose&nbsp; &nbsp; * The mudflation arms race they createOn the other hand, it cannot be doubted that levels provide a powerful incentive. Why do we have them? What good are they? And do they indeed suck?More &#8230; [...]</p></div> ]]></content:encoded> </item> <item><title>By: Existenzielles Besserwissen: Feature dich selbst wie die H&#246;lle</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-2110</link> <dc:creator>Existenzielles Besserwissen: Feature dich selbst wie die H&#246;lle</dc:creator> <pubDate>Tue, 07 Feb 2006 14:43:58 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-2110</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Ich habe zwar auch nur wenig Ahnung von Computerspielen, bin aber heute zuf&#228;llig auf diese beiden &#8211; wie ich finde &#8211; interessanten Texte gesto&#223;en: &quot;Do levels suck?&quot; Teil 1 und Teil 2. Da sind, gerade im zweiten Teil, auch ganz aufschlussreiche spieltheoretische Ideen drin. (Geschrieben &#252;brigens von einem Gamedesigner.) [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Ich habe zwar auch nur wenig Ahnung von Computerspielen, bin aber heute zuf&auml;llig auf diese beiden &#8211; wie ich finde &#8211; interessanten Texte gesto&szlig;en: &#8220;Do levels suck?&#8221; Teil 1 und Teil 2. Da sind, gerade im zweiten Teil, auch ganz aufschlussreiche spieltheoretische Ideen drin. (Geschrieben &uuml;brigens von einem Gamedesigner.) [...]</p></div> ]]></content:encoded> </item> <item><title>By: Old Age and Trickery - Discussion Topic</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1989</link> <dc:creator>Old Age and Trickery - Discussion Topic</dc:creator> <pubDate>Sat, 04 Feb 2006 04:55:04 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1989</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Raph on Character Levels in MMOs   From the MUD-Dev mailing list this morning, but it&#039;s actually the same text as his blog, so I&#039;ll just link you there. For those interested in the subject, be sure to read both parts.--Mira   LINK: &quot;Do Levels Suck?&quot;  Discussion Thread:  Expand Collapse   Raph on Character Levels in MMOs (Mira Coran, 02/03/2006 05:58 PM)   Raph, Boylston, and I need to hook up.  (Radaz, 02/03/2006 10:31 PM) [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph on Character Levels in MMOs   From the MUD-Dev mailing list this morning, but it&#8217;s actually the same text as his blog, so I&#8217;ll just link you there. For those interested in the subject, be sure to read both parts.&#8211;Mira   LINK: &#8220;Do Levels Suck?&#8221;  Discussion Thread:  Expand Collapse   Raph on Character Levels in MMOs (Mira Coran, 02/03/2006 05:58 PM)   Raph, Boylston, and I need to hook up.  (Radaz, 02/03/2006 10:31 PM) [...]</p></div> ]]></content:encoded> </item> <item><title>By: Old Age and Trickery - Discussion Topic</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1980</link> <dc:creator>Old Age and Trickery - Discussion Topic</dc:creator> <pubDate>Fri, 03 Feb 2006 23:07:08 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1980</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Raph on Character Levels in MMOs   From the MUD-Dev mailing list this morning, but it&#039;s actually the same text as his blog, so I&#039;ll just link you there. For those interested in the subject, be sure to read both parts.--Mira   LINK: &quot;Do Levels Suck?&quot;  Discussion Thread:  Expand Collapse   Raph on Character Levels in MMOs (Mira Coran, 02/03/2006 05:58 PM) [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph on Character Levels in MMOs   From the MUD-Dev mailing list this morning, but it&#8217;s actually the same text as his blog, so I&#8217;ll just link you there. For those interested in the subject, be sure to read both parts.&#8211;Mira   LINK: &#8220;Do Levels Suck?&#8221;  Discussion Thread:  Expand Collapse   Raph on Character Levels in MMOs (Mira Coran, 02/03/2006 05:58 PM) [...]</p></div> ]]></content:encoded> </item> <item><title>By: [H]ard&#124;Forum - Do Levels Suck?</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1939</link> <dc:creator>[H]ard&#124;Forum - Do Levels Suck?</dc:creator> <pubDate>Fri, 03 Feb 2006 15:14:24 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1939</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Do Levels Suck?     Interesting article over at Raph Koster&#039;s website:  http://www.raphkoster.com/?p=214  He talks about the ways the concept of leveling changed when it made the transition from D&amp;D to MUDS and MMORPGs. It&#039;s really an interesting article and is something that I&#039;ve thought about more than once. It&#039;s always bothered me that in games like Final Fantasy, all experience and leveling does is hinder you from getting through tougher portions of the game, ie, you don&#039;t have a chance at dungeon x until you&#039;re at least level y. It seems like such an artificial and cheap way to provide more content. I always liked the way Zelda did it better, by using items and puzzles to provide access to various parts of the world, instead of just having to hack through monsters for hours. It&#039;s also kind of a cheap reward system. Which is not to say I&#039;m above it, I&#039;ve hit level 88 or so in Diablo II, solely through doing Baal runs. Each level is a little bit of a thrill, but then it&#039;s just on to the next one. I know I get addicted to it, I just don&#039;t like it. I don&#039;t mind it so much when it occurs more naturally though. For example, in Dawn Of Sorrow, you are limited to certain parts of the castle based on the abilities you have, which can only be acquired by defeating certain bosses. There is a leveling system in place, but you never really find yourself having to stop advancing and just grind, becuase you earn xp fast enough that as long as your killing say 75% of the monsters you encounter, you will be on a high enough level to get where you need to go (this doesn&#039;t hold true for Julius mode so much, mainly because you can&#039;t use healing items). So while in Diablo II I was always trying to level up, in Dawn of Sorrow it&#039;s not really a motivating factor.   He also talks a lot about the way players advance through levels in MMO&#039;s, which should be interesting to anybody who&#039;s played them. Anyways, highly recommended, Koster is an excellent writer and has some really fascinating ideas. [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Do Levels Suck?     Interesting article over at Raph Koster&#8217;s website: <a
href="http://www.raphkoster.com/?p=214" rel="nofollow">http://www.raphkoster.com/?p=214</a> He talks about the ways the concept of leveling changed when it made the transition from D&amp;D to MUDS and MMORPGs. It&#8217;s really an interesting article and is something that I&#8217;ve thought about more than once. It&#8217;s always bothered me that in games like Final Fantasy, all experience and leveling does is hinder you from getting through tougher portions of the game, ie, you don&#8217;t have a chance at dungeon x until you&#8217;re at least level y. It seems like such an artificial and cheap way to provide more content. I always liked the way Zelda did it better, by using items and puzzles to provide access to various parts of the world, instead of just having to hack through monsters for hours. It&#8217;s also kind of a cheap reward system. Which is not to say I&#8217;m above it, I&#8217;ve hit level 88 or so in Diablo II, solely through doing Baal runs. Each level is a little bit of a thrill, but then it&#8217;s just on to the next one. I know I get addicted to it, I just don&#8217;t like it. I don&#8217;t mind it so much when it occurs more naturally though. For example, in Dawn Of Sorrow, you are limited to certain parts of the castle based on the abilities you have, which can only be acquired by defeating certain bosses. There is a leveling system in place, but you never really find yourself having to stop advancing and just grind, becuase you earn xp fast enough that as long as your killing say 75% of the monsters you encounter, you will be on a high enough level to get where you need to go (this doesn&#8217;t hold true for Julius mode so much, mainly because you can&#8217;t use healing items). So while in Diablo II I was always trying to level up, in Dawn of Sorrow it&#8217;s not really a motivating factor.   He also talks a lot about the way players advance through levels in MMO&#8217;s, which should be interesting to anybody who&#8217;s played them. Anyways, highly recommended, Koster is an excellent writer and has some really fascinating ideas. [...]</p></div> ]]></content:encoded> </item> <item><title>By: necroz</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1622</link> <dc:creator>necroz</dc:creator> <pubDate>Thu, 26 Jan 2006 17:15:21 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1622</guid> <description>No offense, but have you thought of forcing the SWG Dev Team to read through your thoughts? I just watched your Dev Team Video from the beginning of SWG again and realized how much Vision and passion you guys had. Perhaps you should REMIND everyone in the current team about what it is that made the game accessible. Start with removing levels and go from there.</description> <content:encoded><![CDATA[<p>No offense, but have you thought of forcing the SWG Dev Team to read through your thoughts? I just watched your Dev Team Video from the beginning of SWG again and realized how much Vision and passion you guys had. Perhaps you should REMIND everyone in the current team about what it is that made the game accessible. Start with removing levels and go from there.</p> ]]></content:encoded> </item> <item><title>By: PLANETJEUX/LE GRAND JEU/FRAMES :: Voir le sujet - Level up !</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1317</link> <dc:creator>PLANETJEUX/LE GRAND JEU/FRAMES :: Voir le sujet - Level up !</dc:creator> <pubDate>Sun, 15 Jan 2006 10:39:57 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1317</guid> <description></description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] En lecture complémentaire, un article comparant le levelling des MMORPG à ce qui se passait dans le jeu de rôle sur table. <a
href="http://www.raphkoster.com/?p=214" rel="nofollow">http://www.raphkoster.com/?p=214</a> [...]</p></div> ]]></content:encoded> </item> <item><title>By: Three, condensed months of mmorpg discussions - Quarter To Three Forums</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1316</link> <dc:creator>Three, condensed months of mmorpg discussions - Quarter To Three Forums</dc:creator> <pubDate>Sun, 15 Jan 2006 09:58:01 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1316</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Three, condensed months of mmorpg discussions     You are already used to this, no? Blah, blah, blah and blah.  I have a new principle.  Not only I want the story back. But I also want all the related content soloable *from the beginning to end*. And absolutely free from time constraints. The game should be enjoyable whether I have ten minutes, an hour or five hours. Duoing should be the norm.  An handy solution for every problem  I come from a five hours, incessant discussion with a friend about game design and mmorpgs. It was so absolutely useful to talk with someone in my own language. I could elaborate so quickly so many concept and I was able to summarize most of the work in the last three months. All at once. [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Three, condensed months of mmorpg discussions     You are already used to this, no? Blah, blah, blah and blah.  I have a new principle.  Not only I want the story back. But I also want all the related content soloable *from the beginning to end*. And absolutely free from time constraints. The game should be enjoyable whether I have ten minutes, an hour or five hours. Duoing should be the norm.  An handy solution for every problem  I come from a five hours, incessant discussion with a friend about game design and mmorpgs. It was so absolutely useful to talk with someone in my own language. I could elaborate so quickly so many concept and I was able to summarize most of the work in the last three months. All at once. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Vanguard Forums - Opinions on chracter development systems (levels vrs skills)</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1261</link> <dc:creator>Vanguard Forums - Opinions on chracter development systems (levels vrs skills)</dc:creator> <pubDate>Fri, 13 Jan 2006 17:21:06 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1261</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Here&#039;s something you might find interesting:  http://www.raphkoster.com/?p=214  I personally prefer the idea of a skill based system. I loved Asheron&#039;s Call&#039;s system, and I reckon it would have been perfectly healthy to have taken levels out of the game and replace them with other indicators of standing which are a little more natural.   I might come back and type something out in full later.  __________________More on this later?  Skarlath  Silky Venom News Staff Want to know more about Vanguard? Silky Venom&#039;s FAQ and Wiki can help! Report Post &#124; IP: Logged [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Here&#8217;s something you might find interesting: <a
href="http://www.raphkoster.com/?p=214" rel="nofollow">http://www.raphkoster.com/?p=214</a> I personally prefer the idea of a skill based system. I loved Asheron&#8217;s Call&#8217;s system, and I reckon it would have been perfectly healthy to have taken levels out of the game and replace them with other indicators of standing which are a little more natural.   I might come back and type something out in full later.  __________________More on this later?  Skarlath  Silky Venom News Staff Want to know more about Vanguard? Silky Venom&#8217;s FAQ and Wiki can help! Report Post | IP: Logged [...]</p></div> ]]></content:encoded> </item> <item><title>By: Herz des Nordens :: Thema anzeigen - Do Levels suck?</title><link>http://www.raphkoster.com/2005/12/16/do-levels-suck/comment-page-2/#comment-1107</link> <dc:creator>Herz des Nordens :: Thema anzeigen - Do Levels suck?</dc:creator> <pubDate>Sun, 08 Jan 2006 07:33:47 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=214#comment-1107</guid> <description></description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Interessante Überlegungen zum Thema von Ralph Koster.    Teil 1   Teil 2 [...]</p></div> ]]></content:encoded> </item> </channel> </rss>
