Sidekicking, so well liked in CoX a lot of gamers simply call the concept of being down- or upleveled to match someone you play with that, despite other games' efforts to re-name the practice. I liked it in CoX, and I see the appeal, but I must admit, I'm not sold... I haven't heard anything to or from when it comes to grouping in Wildstar, but me and my boyfriend had a long conversation about how we felt about sidekicking as well Guild Wars 2's way of changing your level to fit an area, and as we argued away I realised this is an interesting discussion in general and should be had outside our four walls as well! My problem with the way level match was implemented in GW2 was probably quite game specific. Me and my boyfriend tend to play on American servers because our gaming community is American. This means we have a fair few gaming hours with few friends about to play with. One thing me and him enjoy is going back and seeing some of the group content that we haven't been able to get around to do, once we are high enough level to duo it. In this way, we get to take our time and really explore the lore of a dungeon, or try again and again to down a group boss a few levels below us, and the awesome feeling you get when you succeed. I feel that doing so isn't gamebreaking or unbalanced at all, simply because the rewards you receive aren't exactly something you'll use anyways. When you sidekick, or get downleveled, in most games you'll receive loot and rewards that are useless to you anyways, so you get the same drawback, but no real benefit beyond "Repeating content with your friends is more challenging that way". My boyfriend defended sidekicking as well as GW2's area levels, stating as his main argument that the content stayed fresh for longer because it was still a challenge, instead of becoming pointlessly easy if you go to an area you've vastly outleveled, as well as the fact that playing with your friends can feel a bit patronising if you bring a character twice the level to the fight. Of course, I see his points, but would argue that if a game (say, wildstar? hehe) would like to implement a sidekicking or area-level system, they should then also make sure you can get rewards that are somewhat useful for your higher level character out of it. Suggestions would be crafting materials of higher "level", currency, buffs etc, rather than a low level weapon or loot you can't use for anything. I understand that that causes further problems with things like markets overflowing with high level crafting materials or too much currency to go around etc, etc, etc... so it would of course have to be balanced... Anyways, what do you think? How do you feel grouping should work, what "errors" have been made in grouping systems in other games? Do you prefer sidekicking or area levels, or neither?