Arguably the most commonly used cheat in BG was the Experience Cap remover.
When SoA first came out everybody was really excited about it letting you reach the heady-heights of 17th-23rd level.
One of the things which really excited people about ToB was the prospect of reaching 40th level.
Heres the point; not matter how high you rise, the game never really changes!
In BG you battered kobolds with your warhammer.
In SoA you returned to batter some liches with your warhammer +5.
Finaly in ToB you got to batter your half-brothers and sisters with two warhammers +5, while looking pretty damn sleek in you new suit of full plate mail +4.
What is the point? Ultimately all that happens is that the weapons get bigger, the spells get bigger and the monsters get bigger. Indeed, the developers found themselves in a rut when they ran short of monsters! Faced with power-inflated PC's the developers were forced to make a stop at liches'r'us and lashed out on far (FAR) too many of them (but I've been over that before). "Standard" AD&D 2nd edition rules only allowed for advancement as far as 20th level anyway and the expectation was that that would be rarely reached (though now dead PC's just don't seem to stay dead...).
Now this may be something which I rant about a lot, but why is the aim of level gaining allowed to replace the pleasure which may be derived from a decent PLOT!
Are developers incapable of producing a plot which grabs hold of you of you in the way a good book does? Wouldn't a sense of "I have to see what happens next" be enough to draw people back to play a game some more the next day? Is the possibility of acquiring a "Howitzer crossbow +7" really required to keep people playing. Although it appears to, level gaining does not actually present players with fresh challenges, because, as I've already noted everything increases in proportion!
It may seem extreme, but for a moment lets just imagine a game were the characters don't gain experience points/levels at all and where powerful items (magical or otherwise) are extremely rare or don't exist at all! Good books engage their readers emotionally and well-plotted games should be able to as well. The rewards for completing quests etc, would be the same emotional payoff that you get when something happens in a book that your reading. This would result in far greater player involvement and ultimately, greater player identification with the PC!
Just a thought...
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[ 07-28-2001: Message edited by: Sellsword ]