The light falloff is physically realistic, and so cannot be adjusted - things to check are: is the scene built to a real world scale? Is the light source too large? (light energy is dependent on the surface area of the light as well as the intensity) Is the material on the receiving surface set up realistically, in particular albedo is not too high? (surfaces should not be 255,255,255 in diffuse for example, whether set direct or from a texture map) Can you share screengrabs of the scene, a test render, and light parameters?