Level scaling plays a significant role in MMORPGs, and it is quite a controversial feature. We explain what scaling means, why not everyone likes it, and how it can still make sense.
What is level scaling? In an MMORPG, the goal is often to improve your hero. You essentially face increasingly stronger enemies. With level scaling, however, the areas and the enemies in them adjust to your level.
Level scaling has its pros and cons
What is the advantage of level scaling? Eventually, in an MMORPG, there comes a point where the hero is so strong that no enemy poses a challenge anymore. What is there to do then? Players often wait for an expansion or content update that brings new challenges.
If areas and monsters scale with your level, you can always return to those zones and engage in exciting battles. You are challenged and still have something to do, even if you have basically exhausted the game’s content. This way, the game remains exciting.
What is the disadvantage of this system? The problem is that as a hero, you never really feel very powerful. Even if you have defeated Orcs in the dark forest and later fought against dragons and liches, the Orcs from the beginning might still wipe the floor with you.
No matter how strong you have become, no matter what powerful equipment you have, even the most trivial enemies from the start of the game can still make you sweat.
It is a controversial system
Which MMORPGs offer level scaling and which do not? The system is widespread, and many MMORPGs use it. This includes:
- The Elder Scrolls Online
- World of Warcraft
- Guild Wars 2
However, there are online role-playing games that do not have scaling to give players the feeling of truly becoming powerful. These titles include:
- Final Fantasy XIV
- Project Gorgon
- The Lord of the Rings Online
What do players think about level scaling? The community is divided on this. Some find it okay because it keeps them busy. Others think the system is not good because it removes the feeling of achieving something in the game.
- Shameless_Catslut comments on Reddit: “I don’t like how leveling destroys content. The treadmill of ESO and WoW is terrible, but I like the method of Guild Wars 2. You gain more power as you level up.”
- GoldRingsHD writes: “I wish MMORPGs wouldn’t use level scaling. I don’t like it, just like scaling gear. I feel like I’m not getting stronger.”
- TheLuckyCrab has a different perspective and explains: “I was skeptical when I first tried The Elder Scrolls Online. But it turned out to be simply fantastic to play the game without worrying about leveling up.”
So there are indeed players who appreciate scaling, while others do not.
Scaling makes sense but could be improved
Therefore, level scaling makes sense: Level scaling is indeed reasonable and important. Players want to have something to do in an MMORPG. Scaling monsters and zones is a rather simple and convenient way for developers to avoid downtime. Moreover, scaling often eliminates grinding. There is no longer a need to grind to a certain level to finally enter the next cave.
Unfortunately, it just doesn’t give the feeling of being a truly powerful hero.
What could make scaling better or even unnecessary? It is crucial that a player feels increasingly powerful throughout an MMORPG. But how could this be achieved?
- The most logical yet demanding option would be to regularly deliver new content. New, stronger monsters, more challenging areas, and dangerous quests. However, it takes a long time and can be costly to develop such content, and players quickly exhaust it.
- Level progression could be slower. If players take three or four times as long to level up and thus enter more difficult zones much later, developers would have more time to create new content. However, this would reduce the sense of achievement, which is important for many today who want to experience success as quickly as possible.
- New monsters could enter the zones. Instead of fighting the same enemies who are just stronger, areas you have visited could be inhabited by new, mightier creatures. For example, you have freed the castle ruin from Orcs. When you return, perhaps stronger spirits have taken residence there. If you defeat these and come back later, maybe a dragon has chosen the ruin as its new home. However, this would only work if the zones were instances.
What do you think? Does level scaling in MMORPGs bother you, or do you like it? Do you have suggestions for how it could be improved?




