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Originally Posted by Tigairius
Actually, a lot of modern RPGs and MMORPGs are taking the path of nerfing experience gain and increasing required experience to level up. In the background, I imagine it would be easier to make it the way you're describing it, but in the long run, it's probably best to do both to ensure older players aren't just consistently leveling up on the same monsters and so they are forced to move on and explore more material.
The only flaw with this and GK is the lack of variety of monsters, which means that the method you're describing would probably benefit the players of GK more than the current method we're using. Right now I have been experimenting with some ideas of how to improve the leveling system on GK, the problem with changing it is the fact that so many other things are broken that it hardly even compliments the leveling system.
I will say right now that leveling on GK is practically useless which is really quite sad because character level should probably be a somewhat important aspect of the game. There are plans to correct it in the future, but not immediately.
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I'd say "make more monsters" but that might not even be necessary.
Look at Borderlands. How many different types of enemies were there in that game? Not many. But they were distributed excellently and gave decent experience the whole way through.
Forcing players to move on and explore content works in other games, because they actually have content to explore.