First off the title is admittedly a bit misleading, it's not so much that I "dislike" leveling in games it's just that I don't view it as abstractly / inherently good outside of any given context.

This hit me back when I used to play Final Fantasy 11 ...fantastic game btw. I would venture around get into all kinds of situations grind out a level or two and just generally do me.
Then one day I got on an air ship and traveled to a jungle heading for a new leveling spot.


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In the port town they said hey you have to goto the volcano, all visitors to the island really should visit the volcano. I'm thinking hey if the volcano is "da spot" out here, I'll go. Soon as I walked out of town I found that, while the immediate foes were fine ...for me to follow the story and get to where I needed to go I would have to grind out multiple levels.
Now upto this point I had been banging out levels from time to time at my whim, but levels never kept me from traveling anywhere I wanted. Then it hit me that this situation is a ridiculous piece of game design or rather I personally don't care for this type of design. Realization that there exist a context in which I don't like leveling caused me to look back on why I ever liked it in the first place.
What could lead me to like leveling in one case but not in another?
Thinking about it for awhile lead me to the position that... it's not so much leveling that I liked in and of it self but the constant gaining of new abilities as you leveled and the ability to find a good spot then level / power up your character at any point by playing a certain section or fighting a certain enemy over and over. Basically level systems allow you the freedom to augment your character at your will as oppose to having to wait until you reach a developer designated location for you to receive an ability. That said as you organically make your way through the games story you naturally get stronger without any extra work, leveling "just happens" in the back ground. You only focus on it for strategic moves.
So what happened with final fantasy 11?(basically all MMOs)
You aren't able to organically move through the games story and it's locals. Everything has to arbitrarily / artificially stop so that you can gain the ability to go further. This is as opposed to me already being strong enough to proceed by virtue of having made it this far. It's kinda like a weird throughput problem where there isn't necessarily a bottle neck but an oversize reservoir. There isn't enough exp coming in from the foes in one area to fill and exit the player level "reservoir" by the time the player makes it to the next harder set of foes. This doesn't happen normally in regular RPG games.
What I'd like to see in MMO games instead
Let the player reasonably go anywhere the story takes them and fight anything. Instead of the player leveling let the players town, faction, etc. do the leveling based on the player(s) actions / missions completed. The player can get new gear, items, abilities, and missions based on the state of those town/faction levels. Include a "warm up" system that acts like a leveling system in most RPG games I.E. you organically get strong enough for the next segment as you get farther afield(with the option not necessity to stop & train your character). Then let your character "cool down" when you make it back to a town / rest spot.
I would much more prefer something like that to having to stop and grind out levels before I go further.
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