6. Provide A Sufficient Level Cap
This is a trend that I've only noticed in more recent games. If this was issue in the past, then I here forth shall consider myself fortunate for not ever coming across a game with this glaring flaw, because this is something I simply do not understand. There's a lot to love about RPG's: exciting combat, progression of the story, exploring and discovering hidden secrets in the game world, but let's be honest here. There is
nothing else in gaming that compares to that "Level Up" flashing across your screen. It satisfies a sort of primal urge that is difficult to put into words, and is the primary reason many of us play these games in the first place. So for a game to prematurely take this away from the player is like removing the wildlife from an African safari. The game can still be played, but it makes the experience feel somewhat empty. A recurring trend I've written about is how gamers expect more from their games as the medium advances technologically. As RPG's become grander yet more nuanced at the same time, keeping leveling mechanics interesting over a long period of time poses a new set of challenges. However, hitting an early level cap should not be an ultimatum for a completionist type of gamer who wants to see as much of a game as possible. Ridiculously high level caps are not always the answer to this, but at the same time, game developers need to create leveling systems that are consistent with the amount of content that they provide in their games.