First, I am still wildly eager to be able to spend time in Glitch freely, not just during testing intervals.
But as I go through the Start-from-zero, level-up-character-yet-again, and only-then-do-some-exploring cycle, I'm wondering a bit how much Glitch wants to emulate that aspect of MMORPG. "Levels" in GNE were strictly social/reputational (and financial), and although I can see some value in formalising the process to a greater degree, too heavy an emphasis on levelling risks undercutting the element of whimsy and creativity in favour of the grim march of grinding (albeit in a more graphically and literarily congenial guise).
I think we see some of the ramifications of the difference between loosely-defined vs. formalised levelling in the Help channel and forums advice on how to level up most rapidly. Someone whose concern is to level as fast as possible isn't *playing*, they're *grinding*, and there's a reason that word caught on as an effective description for the process of attaining levels.
Less grinding, more playing. Less formulaic, game-defined behaviour, more whimsy and user-defined behaviour.