In my opinion, levels are outdated. Leveling is a structure that was created from RPG's pen-and-paper origins and it places too much of a focus on grinding to get more powerful.
A beter way to approach an RPG would be to have a dynamic advancement system (do something a lot: get bette at it) that scales so that as the player adventures throughout the world, his skills progress in a way so that he or she never feels like they are just killing monsters for XP. I think part of the way to do this is to actually put a higher importance on player skill and have that be the basis.
If we were to look at the d20 system (basic DnD stuff, folks), a player rolls a twenty-sided die to find out what happens. In a pen-and-paper game, this die-roll is an abstraction for seemingly random fluctuations in a character's actions and skill level. In a real-time game, these variables should no longer be random, but should be incorporated into the player's skill. That is, instead of a random 1-20 value when a player fires a bow, the player's ability to aim the bow at the target would be used.
Without levels, characters aren't elevated to the points of god-hood either. Just because you've been adventuring for much longer than the bandit who is attacking you doesn't mean that bandit can't get lucky and shoot you in the face with an arrow. With a level structure, a player would complain: "I'm level 30! He's a crappy level 3 bandit! How did he kill me!?!" Without that level structure, the power gap, while certainly still present, is much more behind the scenes. This creates a more organic and intense experience; every encounter is dangerous.
A beter way to approach an RPG would be to have a dynamic advancement system (do something a lot: get bette at it) that scales so that as the player adventures throughout the world, his skills progress in a way so that he or she never feels like they are just killing monsters for XP. I think part of the way to do this is to actually put a higher importance on player skill and have that be the basis.
If we were to look at the d20 system (basic DnD stuff, folks), a player rolls a twenty-sided die to find out what happens. In a pen-and-paper game, this die-roll is an abstraction for seemingly random fluctuations in a character's actions and skill level. In a real-time game, these variables should no longer be random, but should be incorporated into the player's skill. That is, instead of a random 1-20 value when a player fires a bow, the player's ability to aim the bow at the target would be used.
Without levels, characters aren't elevated to the points of god-hood either. Just because you've been adventuring for much longer than the bandit who is attacking you doesn't mean that bandit can't get lucky and shoot you in the face with an arrow. With a level structure, a player would complain: "I'm level 30! He's a crappy level 3 bandit! How did he kill me!?!" Without that level structure, the power gap, while certainly still present, is much more behind the scenes. This creates a more organic and intense experience; every encounter is dangerous.