Level Caps

Abstract

Problem: Should RPGs use level caps or allow unlimited advancement?

Approach: Tim Cain weighs the pros and cons of both systems, drawing on his experience designing Fallout, Arcanum, Temple of Elemental Evil, and The Outer Worlds.

Findings: Level caps encourage replayability, maintain world tension, and keep mechanics aligned with story. Unlimited advancement leads to "walking god" syndrome, breaks narrative coherence, and forces level scaling β€” which players also hate. The main downside of level caps is players hitting the cap before finishing the game or before fully realizing their character concept.

Key insight: Level caps support more design pillars than unlimited leveling, particularly replayability and the principle that mechanics should serve the story.

Why Tim Cain Prefers Level Caps

Tim has always used level caps in his games. His core reason: replayability. When players can't max everything in one playthrough, they're motivated to create new characters, make different choices, and experience content they missed. This has been one of his design pillars across every project.

The Problem With Infinite Advancement

The fundamental issue with unlimited leveling is that players eventually max all skills, get all perks, and see most content in a single playthrough. Tim acknowledges caveats β€” decision-based content (faction choices, playstyle-locked content) means you won't see literally everything β€” but unlimited advancement still lets players see far more content per playthrough than intended.

The bigger problem: you become a walking god. At some point you're just mowing things down with no challenge. Tim values that the world should remain threatening. In Fallout 1, deathclaws were always scary β€” even in power armor with a minigun, seeing one made you pause. Multiple deathclaws meant running away. That persistent danger is lost when players can level infinitely.

Mechanics Should Support Story

Tim reiterates his frequent principle: mechanics should support story. When you have unlimited advancement, you end up needing godlike creatures roaming the world just to challenge the player β€” but your setting never called for that. You get bandits wearing 10,000-gold armor trying to steal your 100-gold pouch. The world stops making narrative sense.

The Case Against Level Caps

Tim honestly acknowledges the downsides:

Hitting the Cap Too Early

The most common complaint is reaching the level cap before the game ends. The reward loop β€” earning XP, leveling up, gaining new abilities β€” gets cut off, leaving only loot and crafting as progression. Players feel like part of the experience has been taken away.

Unrealized Character Concepts

Players may envision a character build that requires more points than the cap allows. They start playing without realizing they'll never accumulate enough skill points and perks to fulfill their concept. Tim calls this "a big downside."

Fallout 1's Late-Game Perks

Fallout 1 had perks like "Slayer" (an unarmed instant-kill perk) that required level 18 β€” with a level cap of 20, players got at most two levels to enjoy these capstone abilities before the game ended.

Where Unlimited Advancement Works

Tim concedes unlimited leveling shines in games with procedural generation and level scaling β€” it's fun to push higher and see how encounters evolve: new monster names, new abilities, rarer item drops. This fits his "reactivity" pillar.

However, he notes an irony: the same players who want unlimited advancement are often the first to complain about level scaling. And without level scaling, you're back to the walking god problem.

Tim's Preferred Level Scaling Rule

If level scaling must exist, Tim prefers a constraint: once you encounter something, it shouldn't scale up when you return. A boss you fled from should be the same level when you come back. Random encounters should have their own caps β€” bandits shouldn't suddenly be wearing legendary gear.

The Verdict

Tim has had the opportunity to choose between the two systems many times across his career β€” Fallout, Arcanum, Temple of Elemental Evil, The Outer Worlds β€” and every single time, he picks level caps. He believes the pros of level caps outweigh those of unlimited leveling, even though unlimited leveling does support some of his design pillars. Level caps simply support more of them.

Source: Tim Cain β€” "Level Caps"