Benjamin Olson
Hero
When are people playing the high levels of a game? Either they have slogged all the way there, perhaps over years, in which case they are probably bored of the game or just itching to do something new (if they really love the game their itch to try new characters, scenarios, etc is all the greater). Alternatively they have rolled up the characters starting at high level and don't really know how to play them. I think this is the biggest factor in people bouncing off high level play: their subjective experience of it is just likely to be worse because of the circumstances they come to it in. But then to make things worse there are a number of reasons why high level play is probably just not really as good as some earlier level play.
A game is just almost never going to be as well playtested in the high levels as the low or medium ones, and players and gamemasters are rarely going to be as experienced with high level play. So it's just rarely going to be quite as tight and polished as a gaming experience. The more PC build options a game presents the more improbable it becomes that that the high level ones received more than perfunctory playtesting and the more unlikely it is that people playing have system mastery at high levels.
While some MMOs require you to grind out 60 levels or something before they get to the good part, TTRPGs are not generally made to maximize player timewaste. They try to get to their best gameplay ideas immediately or early on so that groups stick with them. Particularly in a D&D class type model of continuing to recieve semi-unique abilities at high levels you're not going to have a limitless supply of ideas for abilities that are fun, flavorful, worthwhile, and balance-able, so you don't want to waste the A material for high levels.
Games involving numerical advancement and dice are just, almost intrinsically going to have some sort of sweetspot where the math works out best to provide a satisfying mix of success and failure. Sadly there are just limits to what can elegantly be done with the odd assortment of ranges produced by platonic solids and how they interact with each other. Wasting the math sweetspot on more rarely played high levels is a design mistake.
High levels often have semi-purposely (or at least knowingly) unbalancing features, because dangling "maybe one day after you have a million XP you'll get to turn into a Dragon" is really more important to player engagement than whether it is actually fun to play the game as a dragon. For a very high level ability sounding cool may actually be more important than being cool.
Often a game is too complicated at high levels for a typical ttrpg playing human not devoting their life to that specific game. The individual elements may be cool, but the collective cognitive load of managing them all becomes too onerous. Sadly it is the games that work the hardest to give you something cool and new at every level-up that are likely to suffer most from this.
A game is just almost never going to be as well playtested in the high levels as the low or medium ones, and players and gamemasters are rarely going to be as experienced with high level play. So it's just rarely going to be quite as tight and polished as a gaming experience. The more PC build options a game presents the more improbable it becomes that that the high level ones received more than perfunctory playtesting and the more unlikely it is that people playing have system mastery at high levels.
While some MMOs require you to grind out 60 levels or something before they get to the good part, TTRPGs are not generally made to maximize player timewaste. They try to get to their best gameplay ideas immediately or early on so that groups stick with them. Particularly in a D&D class type model of continuing to recieve semi-unique abilities at high levels you're not going to have a limitless supply of ideas for abilities that are fun, flavorful, worthwhile, and balance-able, so you don't want to waste the A material for high levels.
Games involving numerical advancement and dice are just, almost intrinsically going to have some sort of sweetspot where the math works out best to provide a satisfying mix of success and failure. Sadly there are just limits to what can elegantly be done with the odd assortment of ranges produced by platonic solids and how they interact with each other. Wasting the math sweetspot on more rarely played high levels is a design mistake.
High levels often have semi-purposely (or at least knowingly) unbalancing features, because dangling "maybe one day after you have a million XP you'll get to turn into a Dragon" is really more important to player engagement than whether it is actually fun to play the game as a dragon. For a very high level ability sounding cool may actually be more important than being cool.
Often a game is too complicated at high levels for a typical ttrpg playing human not devoting their life to that specific game. The individual elements may be cool, but the collective cognitive load of managing them all becomes too onerous. Sadly it is the games that work the hardest to give you something cool and new at every level-up that are likely to suffer most from this.







