You should develop a different system than players = divine power.
Either make it so other gods get power from people connected to them. Like a god of harvest or forests to get power from a druid.
Or make it so players have to in game do worship tasks, like in order to level up or view stats they have to go to or set up an altar.
In this story, mortals are the source of the god’s power, but faith isn’t the only way to get power from mortals. It's the most common way, but not the only one.
1. The most common source of divinity for such gods is their believers. The Godhead gathers the faith of the believer, and that faith is then refined by the god’s divine fire, becoming divinity.
2. Gods can get divinity from other gods and then refine it into their own divinity.
3. Gods can get divinity from sacrifices. The vital energy of living beings offered up in ritual sacrifices can be refined into divine power. Human sacrifices are the best for this, but it’s far more profitable to keep people alive as constant sources of divinity than it is to sacrifice them. Only evil gods like human sacrifices. As for what being an ‘evil’ god means, gods that harm mortals in their extraction of divinity are evil gods.
4. Gods can get divine power when mortals carry out activities within the scope of their authority. The god of war can get divinity from people going to war. The god of the harvest can get divinity from people farming. The god of games can get divinity from people playing games.
There were limits, though. The activity has to have some connection to the god. For example, countless people are playing games in other worlds, but the god of games doesn’t get any divinity from it because it has no connection with him at all.
So what could give playing games a connection to the god of games? Lots of things, really. For example, being played in the world where he is the god of games, being played because of something he did, being played to please him, being played by his believers, and being played using his divine instruments. The more it connects to the god, the more divinity they can get, but there is, of course, an upper limit.
When you have these players, are you using their perspective or a third person as Robert watches?
There are a lot of point-of-view characters. So far I’ve used the MC, the MC’s priest, and some players as point-of-view characters.
Is there more conflict than just the monsters? Does he interact with people or gods? What do people think of him...
Well, back before the war, the gods would often see each other in the heavens. After the war, the heavens were destroyed, so the gods were limited to their kingdoms of god. The 'kingdom of god' is like the god’s personal world. They don't tend to be big, and besides the god, usually only some angels will live there. It’s also where the god's afterlife is. I haven't quite figured out how the afterlife works in this story. Gods don’t like to visit other gods' kingdoms of heaven because it’s dangerous. Gods are the most powerful in their kingdom of heaven. If gods want to meet, they do so using avatars, but the MC doesn’t have an avatar yet, and even if he did, no gods would want to meet him. Most gods aren’t too friendly with each other because they compete with each other for believers, especially after the war when believers became scarce. As for the god of games believers, he has around 300, and they all live in a compound together.
Other than his believers, the other gods and some mortals know about him, but they don’t really care. The people who know about him just see him as a footnote in history, and the gods might wonder if he's still around but not really care either way. This indifference is likely to change as the story goes on, but I haven't quite decided on how.
People are going to notice all the players eventually, and not everyone is going to be happy about the rise of the gamer god, so conflict is inevitable, although I haven't worked out the details yet. There will also be some conflict on earth.
That way the protagonist isn't even more randomly overpowered. There needs to be examples of this divine power being gathered by others. Try and be careful to make your protagonist balanced in power, make their final growth comparable to what other gods can do at their peak.
That is, unless you have some message or plot reason for an overpowered already god protagonist...
I recommend instead of giving Robert as much strength, have more of it go into players. Instead of having a few op players that can probably take any enemy down like a raid boss. Try to write it so there are a lot of people.
You have a world with a single city and 45 million population. Instead of 1000 players with 2 max rank op ones. I suggest have the players rely on items not levels.
Don't have op players because they are good, have Robert reward them for improving the area near the city and expanding. Not with level as much, but gear.
This will help the players work together, instead of powerleveling give them items for tasks that help the world instead of killing for their own strength. (Players in stories like this need balanced like this to not become so overpowered. But it makes little sense why Robert would be with enough power to level every player up when they start farming or powerleveling)
In a system like this, it will make sense why Robert can give power to these players in the form of items, because the goals in which he rewards them will help him as a god. Making the city larger, safer, and eventually have new cities.
If you want the story to show improvements, don't just add power to things. Make the world better. Show the slums people safer, not the gods or players stronger.
Instead of the 1000 players and 2 high rank ones. I recommend quantity (more players=more divine power anyway) but don't have levels strengthen the players, make the benefit being Robert will give quests or rewards, along with items having level limits.
Then have 10,000 players, 9,000 of those all work together in various guilds and team up. Players likely would be the main inhabitants of these new cities or towns that they build, this way you have room in the world to keep adding more player quantity.
If you have questions about this specifically I can explain more, but this is all I'm writing for now.
The power system in this world has six realms. Seven if you count god level
Level Realm
1-20 Bronze
21-40 Sliver
41-60 Gold
61-80 Legendary
81-100 Epic
101-120 Demigod
I’ve written 20,000 words so far, and now he has 1 silver realm priest, 10 bronze warriors, and 20 players, some of whom haven't even reached bronze yet. I wouldn’t describe him as anywhere near OP yet. The three gods of the inner city have demigod-level archangels and epic followers. They’re far more OP than him. As for his own combat power, gods can’t go to the mortal world, so it doesn’t matter. Really, lots of people could wipe out all his forces, leaving him unable to affect things in the mortal world. He’ll become more OP by the end of the story, but that’s still a long way off.
As for the players leveling up, if all the divine power players generate was used to increase their level (normally MC takes 50%), it would take 20 years of playing 8 hours a day to reach level 100. While the people of the fantasy world would be very happy to become powerful so quickly, for players it’s very slow.
Anyway, there aren’t going to be a bunch of super strong players any time soon unless the MC has a large player base and uses it to invest in a few elite players, but the MC is more likely to invest in natives who are more reliable than the players, even if they can’t resurrect.
Unlike a lot of player stories, the players in this story don’t rely on killing monsters for leveling up. What matters is how long they play, not how much they kill. There is a hidden number associated with each player that shows how much experience they’ve earned by hours played. Then that experience will be given to them through various means, such as rewards for completing quests, killing monsters, farming, etc. The amount of experience they get for things is controlled by an algorithm that ensures they don’t get more experience than they’ve earned from hours played. Quests are often given by special NPCs, which are people hired from among the natives.
I agree that more players are definitely in the MC’s best interest. He’d like as many as he can get, but he can’t afford too many at once. The more players he has, the more he earns, which means the more players he can afford (i.e., exponential growth until he runs out of people able and willing to play). Eventually, he’ll have a lot of players, most of whom will go out to the waste, making players cities like you said. There will also be NPCs there working as quest givers and their families. Once the number of players reaches a large number, it will be approaching the time for the story to end.
As for helping the people of the slums, a lot of people in the slums won't want to interact with the players. Communities in the slums have a certain survival strategy, which is isolating themselves and avoiding contact with strangers and strange things. A lot of monsters aren't particularly smart and don’t actively hunt for people. If you don’t show up in front of them, you're safe. The most common survival strategy is staying within your walled community, avoid as much contact with the outside world as possible. If someone has to go out, they cover themselves head to toe and avoid talking to strangers as much as possible. Usually only when things are desperate will they consider seeking help from outsiders. I plan to have some players doing mercenary work so that they can come into contact with some of these desperate communities. The players will definitely help some people in the slum, but not everyone wants their help.
Anyway, thanks for your thoughts and advice on my story. I’ll consider your various advice, like focusing on items and such.