Guild Wars 2 Will Have Evolutionary Leveling System
Date: 07-29-2010 Views:
KeyWords: Guild Wars 2,GW2,Arena.net,level,grind,content
- Summary: Today, Guild Wars 2's Game Designer Isaiah Cartwright walks out from his office and shares with us some information about the leveling system. You must be eager to know what says, check it below.
Today, Guild Wars 2's Game Designer Isaiah Cartwright walks out from his office and shares with us some information about the leveling system. You must be eager to know what says, check it below.
Level cap - 80
Isaiah Cartwright tells us that the level cap is 80, a big number, but he
mentions that "we made the time between levels rather short." Here is the most
important part of his information, leveling in Guild Wars 2 will be a big
different to the other MMOs.
First off, we set the level cap for the game at 80, but we made the time between levels rather short.
Leveling curve - no curve
As we know, when we reach higher levels, say LV30, LV40, we have to spend
more time to earn EXPs than we do in LV3 or LV4. Sometimes, higher level means
more boring grinds and wasting of time. But according to Isaiah Cartwright,
Guild Wars 2 will be totally different. You can see the level curves down there,
you will spend the time evenly at each level in the game, pretty cool right? But
so far this idea is still far from finish.
Instead of taking longer and longer to reach each level, it takes about the same time to go through each level. It’s pretty simple; if we expect you to level up every few hours, then why shouldn’t it be that way all through the game?
Contents, abundant contents
To realize the idea above, the game needs enough contents to make players
forget the level and time. Cartwright confidently promises that things in GW2
are fun and enjoyable, and the changing and dynamic world will even make you
hate to level up.
Anyone can increase the length of an experience bar and call it content, but our world is filled with an almost endless stream of things to do. We expect content—not long, grindy progression—to be the deciding factor that keeps people playing our game.