LadyGoo, I think I understand your point. Glad to see you mention the case when caps achieve the meaning from your point of view, because I'm looking for extending, not for reducing of game activities. Neither for silver bullet for existing problems. Something about the possibility of introducing another (small) dimension of play, about how may look the groundwork to giving the means to the single character on influencing "the big picture" in a formalized stat-like manner, but not kingdom-like as kingdoms as far as I see is about something little different. To be able to influence the world itself. Not in a larpy, but in formalized manner. For that the world itself must have accessible parameters. The soft cap that requires pushing forward looks as obvious starting "seedling". Then who knows what can come in hand: mutually exclusive ways to influence the environment?..
Second premise is a thought about way to unevenly slow down the character progression in a way that was not tried before. In my opinion, in the end either you have a sort of caps or you have titans dominating the landscape. I personally don't regard either of these things as bad at the moment, but the dichotomy is clear. Given that, I find that the presence of limiter (given you have the means to deal with that limiter) is MORE DYNAMIC or INTERESTING situation than the perspective of straightforward growing. Talking from the perspective "how I would like to play/to grow my character", not "how I would like to see others playing". So of course, ideal case is such when the gameflow slows the progression not by attributing the drag to stat gain, but by requiring the player to switch activity, "you can't level further by just eating pies, something different is required". But it can be viewed as even more radical enforcement: if the stat is the ultimate value, then any activity can be viewed as unnecessary complication on the road to achieving the value, and the whole effort to diversify the game is pointless.
Can't agree with "the cap is always cap" so far: the psychological aspect (I mean "how I perceive the thing") of gamedesign influences players tremendously, so there is always hypothetical possibility to invent "a bitter pill" but wrap it in fancy enough package.
LadyGoo wrote:So, in a nutshell, you want the players to quickly reach the certain cap and put an extra effort (maintenance, tedium, all the boring stuff, punishing/penalty mechanics) for pushing it forward?
Put extra effort: yes. Make it necessary boring: well, if the wordplay aspect needs to be introduced, no more boring than usual. So far it don't seems to me as completely radical, breaking the things change. Also numbers can mean the difference between heaven and hell.