I think this starts in a couple ways...
1) Quest-driven or golden path gameplay leads to very repetitive replays
2) High level players want an alt to fill in for certain class gaps in their guild or just to reroll as another class
3) Lower level experience becomes clogged up by many years of development - you can see this in EQ with how different areas look like they belong in different games or different eras. This can cause a situation where players are - in practical terms - playing a different game and thus it may be even less relevant
4) Top-heavy population raises the bar for what's considered an achievement
5) Fewer players in the lower levels to socialize and/or play with
6) No reliable methods for a high-level to twink or reliably/easily plvl his/her low level characters
Bottom line, if you're a veteran in a guild and want to reroll as another class or setup and your sole goal is to get to max level to help your guild then you will probably welcome this change.
BUT if you're a new character and want to experience hte game you will probably ignore it at first, until you either get to the high levels or start to feel like only the high levels have any value in the game.
Also keep in mind many games now are allow players to respec without restarting. You don't actually have to buy it, either. You just have to have access to all of the different class abilities in the game. In this kind of game they'll probably offer cashshop services to buy the class abilities instead of loot/train them.
I foresee one possible problem with all this. What if a new player buys a high level character? They've never played hte game before and the high level character might be overwhelming if there're too many abilities. And the tutorials might only cover the basics a level 1 will encounter, not what a high level encoutners. If this is possilbe and happens they may see an uptick in complaints about the new player experience. This could lead to a situation where they have to make a whole new tutorial for high level characters. Or in the worst case it may lead to streamlined high level characters that're easier to play for a new person.
Also keep in mind the lack of high levels rerolling low level characters will reduce the population in the lower level areas. This may make those area more empty and less appealing to new players. This could possibly be a positive feedback, actually worsening the condition as new players grow more alienated because the areas are more empty and thus being spurred to purchase a high level character to resolve it.
I think much of the problems happen when new players (not veterans) start purchasing the level 90 boost. Not only are the points above concerning, but they also skip all of the story and background of the game. Think back on a Star Wars movie, for example. How meaningful would the story be if you skipped to the last 30 minutes? Not having invested in the characters or having any attachment to anything makes it harder to care about what happens. It's one less thing to pull you into the game. This obviously might be good for some people who don't like to follow stories, but I imagine there're unexpected consequences.
Of course if the lower level game is essentially broken then skipping is good for everyone.
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