A funny thing. Inconsistencies or outright ridiculous requirements to level up in RPG novels ("Devouring" or "refining" in xianxia).
Let's say that an MC kills "5242" mobs around his/her level to go from level 325 to 326 - Doesn't that mean that for a thousand people to do the same, 5 million monsters/people have to be killed? Shouldn't that pretty much mean that most monsters/people should go extinct quite fast?
Obviously this can't be applied to "game" style genres, dungeon genres nor FULLY applied to stories where things are naturally born at a ridiclous level due to respawn reasons etc.
There's clear reasons as to why it takes so many mobs to level up, since if you only needed to kill a few, the story would either be over in 100 chapters or become a super-high level grind where the MC rarely even farms, or simply have a ton of repetitive "level restrictions" that stump the story for 30 chapters, but since I started noticing the massive plothole that these "experience/devour" mechanics have I always bug myself about how idiotic the design is.
I think the main problem stems from the fact that authors tend to overplay numbers far too much. Xianxia usually uses the word "billion" or "trillion" when just 10 thousand would do fine and be more descriptive.
If monsters are truly dangerous, the main character could only fight a few at a time, struggle and get realistic rewards for succeeding. Normally in power-grind novels it's quite the opposite where the first encounter is super hard and levels them up twice whereas the next paragraph goes like "And then they killed 421 monsters and earned 1 more level" or "Over the past next few months they kept farming relatively easily and earned another level"
That kind of writing makes no sense. Why would a single fight level/almost level you up, take an hour but the next few months of constant fighting barely have the same effect?
The worst offender in this type of problem is Xianxia novels, as they usually describe for example "spirit beasts" as ancient 10000 years old rare creatures, while their cores are being sold in the thousands at every street corner and the MC always ends up pretty much pushing them to extinction.
The close runner-up would be power-fantasy RPG stories, but they at least sometimes have some kind of redeeming factor such as dungeons to respawn monsters.
Well, this was a pointless post but I just wanted to hear your opinions, what do you guys think about the level up design of most novels?
Let's say that an MC kills "5242" mobs around his/her level to go from level 325 to 326 - Doesn't that mean that for a thousand people to do the same, 5 million monsters/people have to be killed? Shouldn't that pretty much mean that most monsters/people should go extinct quite fast?
Obviously this can't be applied to "game" style genres, dungeon genres nor FULLY applied to stories where things are naturally born at a ridiclous level due to respawn reasons etc.
There's clear reasons as to why it takes so many mobs to level up, since if you only needed to kill a few, the story would either be over in 100 chapters or become a super-high level grind where the MC rarely even farms, or simply have a ton of repetitive "level restrictions" that stump the story for 30 chapters, but since I started noticing the massive plothole that these "experience/devour" mechanics have I always bug myself about how idiotic the design is.
I think the main problem stems from the fact that authors tend to overplay numbers far too much. Xianxia usually uses the word "billion" or "trillion" when just 10 thousand would do fine and be more descriptive.
If monsters are truly dangerous, the main character could only fight a few at a time, struggle and get realistic rewards for succeeding. Normally in power-grind novels it's quite the opposite where the first encounter is super hard and levels them up twice whereas the next paragraph goes like "And then they killed 421 monsters and earned 1 more level" or "Over the past next few months they kept farming relatively easily and earned another level"
That kind of writing makes no sense. Why would a single fight level/almost level you up, take an hour but the next few months of constant fighting barely have the same effect?
The worst offender in this type of problem is Xianxia novels, as they usually describe for example "spirit beasts" as ancient 10000 years old rare creatures, while their cores are being sold in the thousands at every street corner and the MC always ends up pretty much pushing them to extinction.
The close runner-up would be power-fantasy RPG stories, but they at least sometimes have some kind of redeeming factor such as dungeons to respawn monsters.
Well, this was a pointless post but I just wanted to hear your opinions, what do you guys think about the level up design of most novels?