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Wars of Prasia Designer Explains How Infinite Growth Can Break Group Battles

The talk reframes a common MMORPG problem-widening player power gaps from infinite growth-not as something to fix by closing the gap, but as something to manage by stabilizing the battlefield around it.

Key Facts

  • At NDC26, Nexon designer Lee Gwang-ho explained how infinite growth systems in Wars of Prasia create stat gaps that destroy group battle dynamics.
  • The team introduced three approaches to manage the gap: rewarding dedication, rewarding numbers, and rewarding crisis.
  • The approaches are implemented through a seasonal Succession System that adds new utility skills with low acquisition barriers.
  • Lee said the core issue is that high-spec players can charge in without risk, low-spec players cannot stop them, and the frontline disappears.
  • Existing fixes like boosting firepower or accelerating lower-tier growth had limitations, according to the designer.

Reporting from 1 source: 4Gamer.net.

Wars of Prasia Designer Explains How Infinite Growth Can Break Group Battles

At NDC26, Nexon designer Lee Gwang-ho presented on how infinite growth systems in Wars of Prasia create stat gaps that destroy group battle dynamics. Instead of narrowing the gap, the team introduced three new approaches: becoming stronger when dedicated, when in numbers, and when in crisis, implemented through a seasonal Succession System with low-barrier utility skills.

At Nexon Developers Conference 26, Wars of Prasia designer Lee Gwang-ho walked through how infinite growth systems, while fueling long-term engagement, can break group battles when stat gaps become excessive. The core issue, he said, is that high-spec players can charge in without risk, low-spec players cannot stop them, and the frontline disappears. Existing fixes-boosting firepower, accelerating lower-tier growth, or spreading high-spec power across multiple targets-all had limitations. The team instead designed three new approaches: rewarding dedication (defense/support roles or skills that restrict movement), rewarding numbers (coordinated group actions), and rewarding crisis (bonuses when at a disadvantage). These are delivered through a seasonal Succession System that adds new utility skills with low acquisition barriers, aiming to keep all players relevant even when power gaps persist.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources