I'm gonna have to go one further and say at their worst, they can stop people from wanting to play at all. I can attest to this personally, though I know I am not the majority.Kilo24 said:At their worst, leveling systems add in loads of grinding and arbitrary scaling of tasks; they "change" the game by making the numbers bigger but not affecting how the game plays at all.
It definitely has some flaws in how it is implemented, but the core concept is solid - you get better at the things you do. If you use an two-handed weapon, you skill improves with it. If you use fire magic, your skill improves with it.Kilo24 said:I strongly dislike the Elder Scrolls leveling system. It directly rewards you for repeating the same action over and over again until you hit 100 in the skill, which is tedious and is thinly related to working towards interesting character goals. The basic (and good) idea behind it is that characters are rewarded based on their actions, but it also means that if you've got 20 different skills you've also got 20 different ways of leveling them. That means that instead of the developers focusing just on making combat interesting and fun, you've also got to make sure that those 20 different skill progression schemes are also interesting and fun. The Elder Scrolls does a pretty poor job of that; it rewards you for standing in front of an enemy healing yourself, for attacking with the worst weapon you can find to get more hits in, for continually casting buffs on yourself, and for smithing the same iron dagger over and over again. They have been doing better with each subsequent game, but it's still a deeply flawed system.
That's not taking into account the abysmal level-based enemy scaling they use, either.
I could see a hybrid system working much better - one which, say, after each goal accomplished and/or creature kill awards experience based on the event's significance to the three skills you used the most - so that you wouldn't be rewarded for sneaking into a shopkeeper's wall for three hours. But even so, unless it was very carefully designed it would still reward gaming the system over just playing the game. Tying character advancement purely to the player's choice and not his actions certainly has its flaws, but it also means that, not only is it a hell of a lot easier on the designer, players will choose the options that interest them most and hence they'll find character advancement to be much more motivating.
One might even say that EVE's progression system is related, if you overlook the fact that it is entirely passive.
Another thing that comes to mind is the Tactics from Warhammer Online. You had a limited number of slots but tons of choices, and each one was unlocked from performing certain tasks.
By way of example, if you kill X number of Dwarves, you unlock the Dwarf Slayer tactic which lets you deal 15% more damage to Dwarves. You might want to use that if you were venturing into the PVP area in Dwarf territory.