I think this is an interesting discussion to have in order for us to fully understand why we have the concept of levels and characters gaining power, but it speaks more to pacing and overall gameplay. You mentioned the hero's journey, and I think that can still happen while the character gets more powerful, as the character still has plenty to lose other than his abilities. Friends and family can die, old beliefs can be shown to be false, the longtime enemy can turn out to be a friend and the trusted advisor a vile traitor, and so on and so forth. You can strip someone down from who they were, weakening and destroying the old self while still allowing them to throw a mean punch, cast a better spell or shoot a gun better.
The hero's journey isn't about growing weaker, but about being cast away from anything and everyone the hero knew or cared about, being brought to the very edge of doubting who and maybe even what he is, and then emerging into the new identity of the hero (or failing and falling into darkness and death).
It would best be handled in a single-player game, as your own discussion shows how ultimately ridiculous it would feel in an MMO setting, at least the way we understand MMOs today. It risks feeling very gimmicky and forced, and the more I think about it the more I wonder if it would really be properly handled as a game or if such concepts really only work in a more traditional narrative structure, as opposed to something interactive.
The hero's journey isn't about growing weaker, but about being cast away from anything and everyone the hero knew or cared about, being brought to the very edge of doubting who and maybe even what he is, and then emerging into the new identity of the hero (or failing and falling into darkness and death).
It would best be handled in a single-player game, as your own discussion shows how ultimately ridiculous it would feel in an MMO setting, at least the way we understand MMOs today. It risks feeling very gimmicky and forced, and the more I think about it the more I wonder if it would really be properly handled as a game or if such concepts really only work in a more traditional narrative structure, as opposed to something interactive.