Now, when I talk about gear advancement, I'm probably talking about the same thing as you are. But let's make sure we're all clear. Gear advancement is the advancement of your character through external (swappable) items, as opposed to the advancement of your character through intrinsic stat boosts (as through levelling, skill gains, etc.).
We'll also assume here that gear advancement is a a max level mechanic in a game with levels. Gear advancement in a level-less game (like EVE) is quite a different animal.
Of course, both types of advancement are fun, and to me that's the point -- it's more fun to have two types of advancement instead of one (or none). Besides that, let's resort to base enumeration.
Why Gear Advancement Is Great
- Gear Advancement Makes You Look Cooler. A level 70 in a tux looks no different than a level 1 in a tux. But let that 70 step into some sweet raid gear and they look great.
The best reward is a tangible reward. And there's nothing more tangible than a piece of gear you wear all the time. - Gear Advancement puts advancement in the hands of the player. When you are max level you will have a wide variety of gear to go for : you can get pve gear, you can get pvp gear. You can get gear to accent one of your class/career specialties, or you can get generalist gear. You can even just go for gear that looks cool.
How many options for advancement does a level 1 character have? Ideally they'd be able to choose between level 2, level b, level orange, or level John Adams. Right? - Gear Advancement narrows the difference between casual players and hardcore players. This is the example I always give : which two characters are closer in strength and power and can play together?
a) WoW : A fresh level 70 and a full epic/legendary level 70
b) FFXI : A level 30 and a level 75.
Keep in mind that we are talking about similar time investments in both games.
I know people complain about how gear makes such a big difference, and blah blah blah. Baloney. You can theoretically make gear advancement overly powerful, but WoW, for example, just does not. A character with 15 days played (to max) and a character with 200 days played (to max and full epics) are just not worlds apart in terms of power. And that's awesome. - Gear advancement gives you quick, short "levels".
I think anybody would go crazy in a game with 500 levels. But what about a game with 40 or 80 slow, big levels, and then 400 quick, small levels?
Gear advancement lets you say "hey, in a few hours I want someone to be able to gain a 'level'", without breaking your game or driving people nuts.
These small levels can really be balanced well between motivating players to 'level' and not discouraging them because they are too far behind. - All the awesome things you can do with gear that you can't do with levels. You can have enhancements for pieces of gear. You can have matching sets. You can have massive swords twice the size of any player. You can put extra skills, buffs, debuffs, or old or new attributes on gear.
Obviously, you can do all these things in a game that isn't about gear advancement. But it's far less meaningful.
