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The Whys of MMOG Archetypes

heartless_ writes "The decision to use an archetype class system in Vanguard : Saga of Heroes has been met with mixed feelings by the fanbase. Some like it; others dislike it, and still others just don't know what to think. Gamergod has a rundown on what's involved in an archetype system, as well as the pros and cons from both sides of the game's design." From the article: "The balancing of classes is simplified because the system introduces a distinct measurement for comparing classes within an archetype. For example, if the Cleric and the Shaman belong to the archetype whose primary role is to heal, the developers can use this to crunch the numbers and ensure both classes are equal in this ability."

93 comments

  1. It won't matter by MrDoh1 · · Score: 1, Insightful

    After playing EQ and other MMORPG games for years, in the end it won't matter. Certain groups or classes will always feel slighted and make noise about it whether it is truly the case or not.

    --
    I am Homer of Borg. Resistance is Fut.. Mmmmmmmm, Donuts!
    1. Re:It won't matter by EngineeringMarvel · · Score: 0

      ZOMG, nerf Shamans!

      --
      I couldn't think of anything witty to say, so...you're stuck with this.
  2. Personally... by argStyopa · · Score: 4, Interesting

    I'd love to see a game where the numbers simply aren't available to the players.

    Something whose mechanics are derived from Runequest, for example, where every time you try something, you MIGHT succeed and if you do (or even sometimes if you don't) you get better. There's no fixed/limited list of 'talents' available to anyone, although there are some special skills that you can't learn until you reach a certain level of expertise.

    You know you're ready to move out of the newbie zone when the creatures you're fighting no longer pose a challenge and the rewards are uninteresting, not because all their names turn green or something.

    You know you are a good wall-climber because you've scaled a number of dangerous precipices and survived, not because you're a level 12 rogue and you have the "climb walls" ability.

    You know your "inflict agony" spell lasts about 15 seconds because that's what it's done the last five times you've cast it. There was that one creature on whom it only lasted 6 seconds, however....

    You know that new sword you got is a sweet one either because you paid to have someone magically investigate it, or more frequently because you killed the last 5 nasties in a single swing, not because the "pluses" are better.

    Where is a Darklands MMO?

    * truth in commenting note: I don't think this would EVER exist commercially, because not enough people want something that hard. I do think it might be conceivable however to get a CURRENT class-based game to run a mod version where the numbers/details like this are not shown...even that alone would be interesting.

    --
    -Styopa
    1. Re:Personally... by Anonymous Coward · · Score: 0

      I'm the exact same way. Playing EverQuest I did what I could to master every skill available to me just so that I could say I had done it. I was a troll, so it was also a kind of a challenge.

      Playing SWG, PlanetSide, Anarchy Online, World of Warcraft...they're all the same. You've gotten better at Sword (27)! Wow, a number, big deal.

      I would definately play a game that was more closed like you're suggesting. It'd be more of a challenge, more risky; but the problem is that you KNOW someone would figure out some numbers and create something like Allakhazam for the monsters..

    2. Re:Personally... by Anonymous Coward · · Score: 1, Insightful

      I want this and would pay for it. I've been brainstorming along this idea for years. Even when I DMed D&D (etc.) I tried to make it where only the DM did rolls and explained what the rolls meant to the characters. It was pretty hit-or-miss with the players

    3. Re:Personally... by Viking+Coder · · Score: 2, Informative

      I'd love to see a game where the numbers simply aren't available to the players.

      Game designers know that even if they hide the numbers, the players will deduce them. They simply have too much vested interest to NOT know how a change in equipment or class or skill or... will impact their gameplay.

      It's a nice idea, but unfortunately, something as easy as statistical sampling (trivial, with the help of computers) reveals all.

      What I almost like better is the Zelda model. If I hit something with my sword, it gets hurt a predictable amount - the same, every time. If I hit it with a different weapon, it gets hurt a different amount. Different critters respond differently to different weapons... There is no "chance" associated with that - no numbers. The problem is, that devolves to a "twitch" style game - very, very hard to pull off in an MMO. =(

      --
      Education is the silver bullet.
    4. Re:Personally... by svzurich · · Score: 5, Interesting

      As the City of X devs are learning, players always deduce the numbers and want them provided, and games that provide numbers do not confuse their player base. WoW and EQ2 provide the numbers, and the players are not overwhelmed and perplexed. City of Heroes/Villains is slowly adding numbers, and admiting that hiding them was a bad idea. In CoX Players spend hours on the test server crunching numbers, and then update character planners. Players resent hearing that a power offers a vague amount of damage or resistance, only to find out that the numbers are super low and not worth enhancing. Giving the players more information allows players to make informed decisions with fewer regrets. Most of us hate deleting toons to recreate as we learn how the game really works.

    5. Re:Personally... by vertinox · · Score: 1

      I'd love to see a game where the numbers simply aren't available to the players.

      Actually, I've thought about the same thing myself. I've been playing Red Ochestra Mod for UT2k3 which doesn't show health, amount of bullets, or stamina. Everything is given through cues like heavy breathing if you are tired and "clip is heavy" or light if you yank out your clip to check your ammo.

      Then I thought to myself, why don't they apply this to MMOGs. Seriously, levels, hp, mp and all the other numerical stats make the game more gamey and less realistic. Yeah I know its all fantasy and sci-fi, but I want to be immersed and not sit down and do math calcuations on the best class/weapons/magic combo and complain about stastics on forums).

      We have an entire 3d graphics, sound, and many other ways of displaying cues of strenght, power, health, and damage. These don't have to arbitrary numbers but rather creative methods in order to inform the player of their status.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    6. Re:Personally... by Lord_Dweomer · · Score: 2, Insightful
      You might really enjoy an old MUD called Dragonrealms. It is by far one of the best games I've ever played and the best part about it was how it hid the numbers. Which is kind of ironic since its predecessor, Gemstone III (they're both made by Simutronics) was ALL about the numbers.

      Both games took place in roughly the same setting, but I gotta say, the roleplaying that went on in DR was unlike anything I've ever experienced. Its funny because people could get a general feel for the quality of weapons, armor, etc by appraising it and getting a verbal description, but people primarily dressed and outfitted themselves according to their characters tastes rather than by what gave them the highest bonus.

      Plus, magic was interesting, requiring you to look for verbal cues on how your spells were doing and your harnessing of power for them. Definitely worth checking out. Yes, it had a monthly fee, but it has VERY active developers and GMs and is an incredible gaming environment. When was the last time you played an MMORPG where you tried to guage how much health a monster had left by how damaged it looked when you examined it?

      --
      Buy Steampunk Clothing Online!
    7. Re:Personally... by RobinH · · Score: 1, Informative

      What I almost like better is the Zelda model. If I hit something with my sword, it gets hurt a predictable amount - the same, every time. If I hit it with a different weapon, it gets hurt a different amount. Different critters respond differently to different weapons... There is no "chance" associated with that - no numbers. The problem is, that devolves to a "twitch" style game - very, very hard to pull off in an MMO. =(

      I would like to point out a game called Planetside which effectively does what you describe. It is a twitch style game, it's an MMO, and there is no chance involved at all. The rules are all pre-determined. You aim counts.

      If you would like to try it for free for a few days, you can use their 7 day trial, and in February they are going to start a program where you can play for one year for free up to a certain rank. Lower rank doesn't make you less lethal though.

      --
      "I have never let my schooling interfere with my education." - Mark Twain
    8. Re:Personally... by Bellum+Aeternus · · Score: 1
      I'd love to see a game where the numbers simply aren't available to the players.

      That was the intent of the designers of City of Heroes, but if you look at how the community has developed you'll quickly see that we [when I still played] picked the game apart and discovered how the mechanics worked. We even created 'hero creators' that allowed us to pre-build heroes with the best possible combination of stats.

      Games use mechanics, and hiding them from people doesn't make the go away or make them better. It just makes is harder for the casual guy to understand what's really going on; whereas the powergamer / number-cruncher is making life hell for the Devs. I know, I was one (number cruncher) and the massive COH nerf/revision of 2005 was because of people like me.

      --
      - I voted for Nintendo and against Bush
    9. Re:Personally... by Max+Threshold · · Score: 1
      "I'd love to see a game where the numbers simply aren't available to the players."

      Yes! Less stat whoring and more emphasis on exploration, social networking, and perhaps even some role-playing.

      I don't think it would be commercially viable on the scale of EQ, DAoC, or WoW, but I think (well, hope) that the day is near when we will begin to see smaller-scale niche MMOGs entering the market. The interest is definitely there; we're just missing the development tools.

      OSS may provide the solution. I dream of making my own MMOG, but I know that's not very realistic. But maybe I could make a MMOG-style scene manager and camera system for OGRE, or develop an event notification algorithm that supports hundreds of observers with minimal lag. If I contribute small pieces like this, maybe one day there will be a free MMOG toolkit.

    10. Re:Personally... by Marc_Hawke · · Score: 1
      I'm afraid you're right. I used to be quite prolific on MMORPG message boards talking about what I liked and didn't like. I had things I was for, and things that I considered poison for a successful MMORPG.

      I'd like to believe it's because of the quality with which they implemented things, and not the ideas themselves, but WoW took everything that I considered poison and made a great game out of it.

      There are no choices in WoW. It's an RPG on rails, but it's hugely popular, (and I admit, I think it's fun too.)

      Anyway, that doesn't mean I think the only way to make a MMORPG is dumbed-down and simplistic. I just think Blizzard put a lot of polish on mediocre ideas.

      Here are some essays I wrote for an obsolete Horizons webpage. The internal links don't work anymore, but the concepts are universal and timeless.


      A Case for the removal of the Numbers
      Calculation and Advancement of Skills
      Using Tests to determine abilities.

      --
      --Welcome to the Realm of the Hawke--
    11. Re:Personally... by Zatar · · Score: 1

      Game designers know that even if they hide the numbers, the players will deduce them.

      Not only that but every single patch half the playerbase will be convinced that some of those invisible numbers have been changed (for the worse, of course) without them being told and raise a fuss that the developers (or PR folks) have to deal with.

    12. Re:Personally... by argStyopa · · Score: 4, Interesting

      I played City of Heroes for a year, and I can certainly see your point.
      However, I'd argue this is the "Alpha Centauri" effect.

      One of the most successful games of all time was Civ, right?
      Alpha Centauri, as the sequel to Civ II, should have been a huge hit. It was successful, but what was one of the main complaints? Expectations. See, in Civ, people understood (roughly) what happened when you invented Coinage or Religion. Certainly there were specific game effects/numbers, but in any case you knew "Coinage" probably wasn't going to make your armies tougher, and "religion" wasn't going to do much to protect from earthquakes, for example.

      In AC, however, people were developing techs like "anti-physics probulator" or "neutronium psionic pleasure ray" and while you COULD drill down into the game and get the numbers, players were on a very basic level unhappy because they didn't instinctively KNOW what things did.

      I'd argue the same for CoH. Is "stupendous blast" more or less damaging than "megaboom punch"?

      The more I think about it, a game lacking in numbers can't really just be the same-old, same-old dressed in different clothing. It's got to progress differently, and present the information at LEAST as informatively as real life would.

      So for example, Joe Warrior learns the basics of using a sword. He's killing rats left and right, and starting to fight tougher things. The next time he's in town, he's checking with the weapons master who surprises him by saying "you know, I think you're ready to learn some of the more advanced moves. Which would you like to focus on:
      - powerful, smashing attacks
      - nimble attacks at vital areas
      - fighting more than one target at a time
      But again, like real life, these aren't exclusive - if you're finding that the powerful, smashing attacks aren't working well against your opponents, go back and learn the others at a cost of time and $$. You'd only LOSE the power attacks skills as they atrophy if you don't use them regularly.

      Think about grouping - instead of a metagamey "Let's go do the Instance of Death!" "OK, let's group" "Well, we're all 20th lvl, you're only 10th you'd get slaughtered, so you can't come." it might be more like "Let's do the Instance of Death!" "Think we're ready?" "Sure! Bill and I just killed a minotaur yesterday, and Glenda's fireballs have really been kicking butt." "Can I come? Yesterday I killed some bandits, and didn't have much trouble." "Much trouble?" "Yeah well I died once, but I got them all." "You mean the bandits north of town?" "Yep." "Look, if you had trouble with them, you probably shouldn't. I fought them a couple of weeks ago and they weren't much challenge for me, I think the Instance of Death is going to be quite a bit more difficult."

      Which sounds more REAL?

      I think it could be done, it would just take more careful planning and effort than most producers would be interested in putting in, when they could just go the well-worn "levels" route and not worry about that part of the game at all.

      --
      -Styopa
    13. Re:Personally... by crisco · · Score: 1

      In WoW at least, when the numbers aren't provided some players do their best to reverse engineer the game mechanics to understand and determine the numbers. For example, a few players have reverse engineered Blizzard's itemisation budget, how stats get allocated to items based on item level, item class, etc. Another example is how the WoW threat or aggro model works, while some of it is still unclear some players have a pretty good model of how the mobs determine who to attack while a fight is going on. I suspect much of this is innate human curiosity. Maybe a little boredom too, as you reach the level cap and exhaust game content it gives people something else to do. A game that kept more behind the scenes would give some players more to try to reverse engineer to understand the game mechanics.

      --

      Bleh!

    14. Re:Personally... by yore · · Score: 1

      "Which sounds more REAL?"

      Neither. It is an IMAGINARY GAME. You're talking about a guy fighting rats with a sword...

      If you don't want to have any number crunching in your games that's fine, but get off the realism bit.

    15. Re:Personally... by Anonymous Coward · · Score: 0

      They can't learn the numbers if you periodically re-randomize them... Analyze this!

    16. Re:Personally... by Robotech_Master · · Score: 1
      --
      Editor Emeritus and Senior Writer, TeleRead.org
    17. Re:Personally... by Erik+Hollensbe · · Score: 1

      Yeah, I'd love having to spend hours upon hours having those conversations with people with the limited time I have available to play games... I already get enough disdain because I can't bring a character to 60 in a month like a lot of the WoW players out there...

      The one thing that WoW really needs is a damn group finder. CTA works, but only when people use it, and it's a mod. Those meeting stones are utter crap. In CoH, I could find a group in just a few minutes when there were a few players, either by examining the teams that had room or posting a group request myself.

      Sure, when you're 14 and your social highlights involve going to the corner store to play the latest version of golden axe, sure, you have time to do BS like this.

      Hmm... I guess that dates me pretty well.

    18. Re:Personally... by neo · · Score: 1

      Check out the original Marvel Super Heroes Role Playing Game for an idea way to use words rather than numbers to represent different power levels.

      "stupendous blast" more or less damaging than "megaboom punch"?

      You're Amazing Blast is higher than your "Remarkable Punch", by two steps.

      Numbers without numbers.

  3. Big Kludge by shawb · · Score: 1

    "I would prefer to start with a freeform system and move towards the archetype system"

    This would end up being a total kludge. If you do it live (I.E. the game is developed in this manner while people are playing) then you will have a lot of people who developed some unique characters get royally screwed when it starts becoming more archetype centered and their character doesn't really fit an archetype. If you do this preproduction, then players are saddled by the limitations of both types of systems.

    However, if you designed a game where individual players started based on an archetype but were then able to branch off and develop their player as they wished, you would at least have the advantage of simplicity in the early stages while characters can learn the ins and outs of which skillsets would be beneficial to practice. But the code/rules behind this would probably become exceedingly kludgy and unnecesarilly complicated, leading to frustration from a playability standpoint.

    But then again, I'm not a video game designer.

    --
    I'll never make that mistake again, reading the experts' opinions. - Feynman
    1. Re:Big Kludge by andy9701 · · Score: 1

      To introduce this after the game is released would most definitely be a kludge. We can look no futher than the recent SWG: NGE fiaso for proof of this.

    2. Re:Big Kludge by SydShamino · · Score: 1

      Yes, exactly.

      I like the idea of Vanguard's class system, a lot, because I know right from the start that I can be a paladin and be as good of a tank as a warrior. That's how they are designing it.

      Unlike in say, World of Warcraft, where the developers before release claimed that there would be "more than one class to fill every role", and that the paladin would be "a tank overall", but they still ended up with a class that they intentionally don't want to tank at end-game except in a few limited circumstances, and instead they want as a cleric.

      If I had the best of both worlds, I'd take a game with Vanguard's class structure and balance, with Warcraft's level 1-59 gameplay. I think the company that does this (and can throw in a few new/innovating things for buzz) will be able to steal a large portion of the existing MMORPG consumer base.

      --
      It doesn't hurt to be nice.
  4. Open systems reveal the holes much faster by Shivetya · · Score: 2, Insightful

    as the mini-maxed characters appear. UO had flexibility but at least was wise enough to limit players from becoming best at everything. Horizons had the archetypes but allowed players to pick up as many types as they wanted. In the end you have characters that could do nearly everything. Asherson's Call was open ended but attempted to contain what players could do with limiting the number of choices afforded. Yet at the same time unlimited experience meant most skills capped and characters at the end game looked very much alike.

    There are other games with some openeness to character development but the end result is usually the same. Over time the players learn what skills actually are worth it and those are the only ones the players have. Throw PvP into the mix and you will see less deviation.

    Having a defined role also helps players identify easier with their characters. They can learn their place fairly easily with the help of other more experience players. It also makes fighting MOBs in the game easier as you can generally know what to expect of your opponent.

    Which is more fun? Really it depends on the game.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Open systems reveal the holes much faster by vertinox · · Score: 1

      UO had flexibility but at least was wise enough to limit players from becoming best at everything.

      That was so true in the day. Eventually, UO got it so that you had to specialize to do one thing really good or the other which lead to macers, fencers, and pure mages (the earlier templates usually involved people with halberds going cor por with ebolts all the time).

      Even then since you had about 700 points to work with you could become a GM Tailor, Carpenter, Blacksmith but you weren't going to also be an expert in combat as well.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:Open systems reveal the holes much faster by swilver · · Score: 1
      Open ended systems where you might be able to learn all skills need not be bad. You could let equipment play a major factor.

      To cast spells, you must have one hand free.

      To cast more interesting spells, you must have both hands free.

      To cast the best spells, you must have both hands free, and wear a robe for easy access to spell components.

      To be able to backstab, you must wear light armor, or you'll either be too slow, or the monster will notice you. Also, you must use a dagger.

      To be able to take lots of damage, you must wear plate; wearing plate means you can't sneak or hide easily.

      Etcetera... that's just a few restrictions I could come up with in a few seconds. Others like prohibiting helmets for bards / casters or certain weapon types for priest types also come to mind.

      To prevent it from being exploited easily, make changing equipment slower or simply let it take 1 minute before the equipment change takes full effect.

  5. Therefore.... by acvh · · Score: 3, Insightful

    .... the system just boils down to "Healer", "Fighter", "Thief", etc. Generic RPG. REALLY generic. Plain white box with "RPG" in 24 point type on the front generic.

    1. Re:Therefore.... by Anonymous Coward · · Score: 0

      Yeah, also I find the gameplay to be a lot more engaging when my enemies can disarm me in combat, cast sanctuary on themselves and then go invisible, backstab me with a dagger, bash me with a 2handed axe, and then teleport away and heal themselves.

      Hint: There's a reason 'generic' RPG games make a distinction between warrior/thief/mage/cleric skills: it's a rock paper scissors system that loses its balance and its fun when anyone and everyone can get all of the best skills.

    2. Re:Therefore.... by mcvos · · Score: 1

      I'd expect a generic RPG to allow you play whatever you want, instead of forcing you into specific archetypes around which the game has been designed.

      What if I want to play a jack-of-all-trades? Someone who can fight and heal (but not as good as a specialist)? Or, suppose it's not just a hack&slash game but a real RPG, and I don't want to fight or heal at all, but be good something totally different?

  6. You can't compare classes on paper by Anonymous Coward · · Score: 0

    I seriously doubt you can compare classes on paper, like the article suggests. That might work in theory, but players always use their class in ways the developers never thought of. Its unrealistic to balance classes like that, without extensive playtesting.

  7. Asheron's Call by Hubbell · · Score: 0

    Had a lot of diversity, as well as THE BEST MMORPG PVP yet to hit the MMO market.

    1. Re:Asheron's Call by skreeech · · Score: 1

      I think it does have the best diversity. The skill system is open to some really unique combinations. Of course with how buffing and the magic system worked most characters share many of the same skills and the difference is how they attack and if they also specialized life, melee d, magic d, or some combo of those.

      I liked that it is one of the few games where you can make a caster that uses a weapon as well, it just means giving up some defensive ability usually.

      --
      [20:36] wwwdot/.dotorg
  8. EverQuest 2 is just this way by Tipa · · Score: 2, Interesting

    All classes in EQ2 currently belong to one of four archetypes - fighter, priest, scout or mage. These branch out at level 10 to classes (like, cleric, druid and shaman for priests), and again at 20 (inquisitor, templar, warden, fury, defiler and mystic as the final subclasses for the priest archetype). At every step, each is supposed to be the equal at their primary role as anyone else (healing in this case).

    In actuality... There are clear choices as to which is best. Clerics have the best direct heals and have powerful single target and group reactive heals, so they are still the best healers by far. Templars have better heals than Inquisitors, and Inquisitors have better debuffs - but in EQ2, it is the rare fight that is hard enough to need Inq. debuffs and also not require that cleric to spend their time healing. And of course, who wants debuff aggro.

    One thing that is notable about the EQ2 healers is that they tend to work well together; a druid and a cleric in the same group is worth far more than two clerics. I believe it is this meshing of roles that Sigil is attempting with Vanguard.

    The article made an excellent point about tanks. In EQ2, if you wanted to be a main tank, you were a Guardian. The Players That Be decided that damage mitigation and superior taunting ability were all that mattered with fighters, and so that's what they chose (and too bad for all the monks, berserkers and knights...)

    Vanguard will have to find ways of making the classes mesh. A knight class could so cripple a monster that its melee damage would be decreased as much as a pure fighter's mitigation provided. Who knows....

    When I was playing EQ2, everyone was acutely aware where their class stood in the desirability list. As an inquisitor, I was right after templars, but ahead of druids. And as my troubadour, I was behind all the other scout classes once people figured out how little difference bard songs really made in a battle.

    It's worth pointing out that EQ2 is revamping the whole archetype/class/subclass thing.

    1. Re:EverQuest 2 is just this way by SeekerDarksteel · · Score: 2, Informative

      I think it's worth pointing out that Shadowbane did this same thing several years before EQ2.

      Ok, ok, yes, I am just saying this because I liked SB (I stand by my belief that it would have been one of the best MMOs ever if it could have gotten past the technical/lag issues). You could start out as one of 4 types (fighter, mage, rogue, or healer ...hmm...interesting). At level 10 you chose your class, and at level 20 you could apply "disciplines" (like subclasses). Not only was there a lot of diversity between classes there was a lot of diversity within classes.

      Now EQ2 may do it better than SB did (there was not enough diversity in disciplines and some were just plain worthless, some classes were ultra-gimp, there was no reason not to pick certain races for certain classes), but it wasn't the first. That being said, I certainly hope that EQ2 does decently enough that more games come out with this style of class structure. One of my big complaints about WoW is that there are only 8 classes and not a huge deal of diversity within those classes. Talents help some (there's a huge difference between a Soul Link/Afflic lock and a SM/Ruin, for example) but some classes don't have much choice (e.g. Shamans and Mana Tide) if they want to do raids.

      --
      The laws of probability forbid it!
    2. Re:EverQuest 2 is just this way by ameoba · · Score: 2, Informative

      It's worth noting that there are really only two differentiation points in EQ2 - your initial selection of archetype and your level 10 specialization. The level 20 specialization is based entirely upon which faction you are. A scout can chose to become a bard rather than rouge at level 10, but the distinction between a dirge and a troubadour depends entirely upon being 'good' or 'evil'.

      --
      my sig's at the bottom of the page.
    3. Re:EverQuest 2 is just this way by Tipa · · Score: 1

      Actually, bards and troubadours could be either faction, as could wardens and furies. I was a Freeport-aligned inquisitor and troubadour (both halflings; in the end I betrayed Antonica three times to play evil halflings! (the last was a defiler)).

    4. Re:EverQuest 2 is just this way by Zate · · Score: 0

      you will be happy to know then that they are in the process of removing the class tree. You will pick your final class at lvl 1. From your posting I think its a while since you played EQ2 and alot has changed. Its almost a completely new game, and with the changes coming soon, I think its a definite step in the right direction. Alot of players have positive things to say about the removal of the class system and ebing able to choose your subclass at lvl 1. For example I could be a lvl 1 Ranger, or Guardian etc etc.

      In recent times also was alot of class ballancing. Guardians are no longer the "best tank". All fighters tank supposedly equally well, but in different ways anat a high level it sort of works. The gear your wearing is very important, but for all intents and purposes they do tank pretty equally. For most raid content a guardian is still preferred but other well equiped tank classes can tank almost anything. Same goes with the healing classes, alot was ballanced across them. They generally all heal roughly the same, but in different ways.

      All in all its a better game than 6 months ago IMO.

      --
      IT is Dead. The industry is Shot Join Others Who Feel Your Pain http://www.internalstrife.com/
    5. Re:EverQuest 2 is just this way by AuMatar · · Score: 1

      SB did subclasses, but not archetypes. All healers were not the same. I played a healer channeler. I couldn't heal worth shit- I got only the base 2 heal spells, no HOTs, no group heals. But since I was a channeler (channelers were mage or healer based classes), I was the most powerful DD in the game. All I gave up were some base nukes in the mage class that noone used, and a teleport to home city that you could get scrolls for. Meanwhile a Priest could actually heal well. Same with the other base classes.

      In an archetype system, you actually spread out the power. If SB was an archetype system, my healer channeler would have had some way to heal my people- perhaps my nukes would drain life. As it was, base classes were simply classes you used for the first 10 levels, then picked your real class.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    6. Re:EverQuest 2 is just this way by SeekerDarksteel · · Score: 1

      Ok, maybe they weren't archetypes in the strict sense, but they were something pretty similar. Heal channies might suck as heavy healers, but they could still get all the healer base buffs and 3 or 4 interleaving prayers of mending into their nuking could add a not insignificant amount of healing to a group. They could also spot heal if need be (more in pve than pvp as it would be more beneficial to nuke in pvp where a channys weaker heals couldnt make as much difference).

      Actually I think it's just the priest that throws everything off. Disregarding the priest, all healer bases were roughly the same healing/damage capabilities. Channies were a bit more damage oriented while the others could generally heal/buff/support a little better. The other base classes are similar. Every mage base was magic damage oriented for example (well, except the bard). They each had their own strengths and weaknesses, or little quirks, but they all served the same purpose in a group. Again, with the fighter or rogue base class, most classes derived from them followed the same principle as the others, big physical damage and tank, or stealthy physical damage dealer respectively. There are exceptions of course, such as nuking fighterlocks, deflars, or sentinel bombs, but for the most part people of a certain base class performed a certain role. Like I said, while you may not be able to consider it strictly as archetyping, it is very similar.

      --
      The laws of probability forbid it!
  9. Ultima Online had this... by Delphix · · Score: 1

    Up until a few years ago, Ultima Online had exactly this system. Potion kegs were "almost full" or "nearly empty". You got a magic sword? Great. What is it? You need to use an Item ID skill on it to know. And it didn't suddenly make the stats available, you might get a "Supremely Accurate Katana of Vanquishing". Some keywords (Supremely Accurate, Vanquishing) there gave you a ball park of how good it was compared to others, but not exact numbers and even then, not all with the same name were exactly equal.

    Pretty much everything worked this way. Also, there were no predifined classes, everything was based on a set of skills which you got better at the more you used. Want to be mage? Cast a lot of spells. Of course there was a skill limit, so you can't be great at everything. There are even some nearly useless skills like Camping, Herding, etc. that were really only useful for RP.

    A couple years ago when they released the "Age of Shadows" expansion, all items were basically converted to a stat system. Lists of numbers on everything. I think they felt the pressure to do what all the other MMOs were doing. The game changed a lot over the years. In the end, I think they gave up what made them unique.

    Just my two cents. But, this has been tried, and worked successfully for a long time. It would be nice if a newer game would do it, but it seems the mass market just isn't into it. They'd rather look at stats.

  10. Archtypes are stupid.... or at least redundant. by neo · · Score: 4, Interesting

    Did Gandalf cast magic spells because he was a Wizard, or was he a Wizard and hence could cast spells? Was Conan a Barbarian because he didn't wear armour and swung a huge weapon or was he swinging a huge weapon and not wearing armour because he was a Barbarian?

    Lazy game designers simply update the last successful thing they find... and that's D&D. Now go back and think about why D&D used classes? Because it was basically a minitures system where all the pieces belonged to classes. Spearman, archers, horsemen... all classes.

    Break Free!

    Archtypes are boring, stiffling the one thing that MMOGs having going for them which is the ability to make a character that stands out from the crowd. They force players into cliques and alienate others ("sorry we already have a tank")...

    How about a system that mimics the real world a little more? How about making your character good at what ever he does... if he goes around swinging a sword... make him a good swordsman. If he tries to cast spells, make him a spellcaster. If he wants to do both, let him, but don't let him be quite as good as someone dedicated to one thing.

    I can't wait until MMOGs get what people want:

    1. Persistance (When I change the world, the world stays changed)
    2. Personality (My character is unique)
    3. Psychology (My character isn't insane and won't do stupid things like attack randomly anyone they come across... unless he's psychotic. But that's all done by the character.)

    Message me if you want me to explain this further, particularly if you want me to consult on your next game.

    1. Re:Archtypes are stupid.... or at least redundant. by sherpajohn · · Score: 1

      One of the old MUD's (MUME: http://mume.pvv.org/mume.php) works a bit along those lines. Well the Personality line at least ;)

      In the last version I played, you didnot really pick a character type so much as learn various abilities which in turn made learning other abilities in that school easier. So, as a caster type I could lear n healing spells and offensive spells, but if I did not specialise in healing or offense, I would not be very good at either.

      But I hear what you are saying, though it would be a terrible challenge to create a world that had persistence and maintained permanency, allowed personality and psychology but avoided chaos.

      --

      Going on means going far
      Going far means returning
    2. Re:Archtypes are stupid.... or at least redundant. by zoomba · · Score: 1

      A non-class character system is pretty much what you had in SWG originally. A series of jobs you could do, and a limited number of "points" to allocate. As you did actions more, you gained xp in that area, and could eventually get the next step in that specific ladder. This system allows characters to get good at what the player wants to do, and ignores the other areas.

      The problem with SWG was that sadly there wasn't enough variety to game content so it all boiled down to people picking two or three hybrid professions that had the max return versus the limited content available. You had uber ranged, uber melee and uber crafter. The character advancement system was excellent, but there wasn't a game there to support it.

      To take the step further to mimmic real-life you could add a "use it or lose it" factor. Take the last 100 xp generating actions of the character, figure out the relative weights of each type of action. As you do more and more of action A, your skill in action B and action C may decrease slightly. Afterall, chances are you're not going to be the world's best swordsman AND gunslinger. The character's skill reflects what the character is actually doing.

      The reason you won't see a system like that in a major MMO though is because it would be damn near impossible to balance against content or make updates to without throwing the whole thing out of whack. It removes the whole "class" issue, and so long as the game provides viable avenues to play that are rewarding for any profession or combination of professions, it would give probably one of the most dynamic play experiences out there.

    3. Re:Archtypes are stupid.... or at least redundant. by EvilMagnus · · Score: 1

      The reason you won't see a system like that in a major MMO though is because it would be damn near impossible to balance against content or make updates to without throwing the whole thing out of whack. It removes the whole "class" issue, and so long as the game provides viable avenues to play that are rewarding for any profession or combination of professions, it would give probably one of the most dynamic play experiences out there.

      Exactly right. Classes exist so that Game Designers can at least *try* to prevent Tank-Mages, because they don't have the time/skill/corporate backing to try anything more evolutionary.

      This problem will persist for as long as the main focus of MMO is 'kill things, get XP', and for as long as the primary desire of Designers is to make the players play a game in a specific, controlled manner.

      --
      -EvilMagnus
    4. Re:Archtypes are stupid.... or at least redundant. by neo · · Score: 1

      The reason you won't see a system like that in a major MMO though is because it would be damn near impossible to balance against content or make updates to without throwing the whole thing out of whack.

      Content should be player created. No one wants to save the same princess everyone else has saved. Create a dynamic content system driven by player action and interaction and you don't need to balance anything. When you run into something you can't take on, you'll know it and run... just like you should.

      And don't get me started on non-permanent death.

    5. Re:Archtypes are stupid.... or at least redundant. by Big_Breaker · · Score: 1

      Nethack has all those things. Unfortunately it's single player only with graphics that fail to thrill modern gamers.

      It is an interesting model for game companies to look at. I was never into Diablo but I'm told that it used some on the fly content creation.

    6. Re:Archtypes are stupid.... or at least redundant. by DerKlempner · · Score: 2, Interesting

      It seems like you're interested in a computer version of GURPS.

      In the role-playing version of GURPS, your skills and abilities were chosen from virtually anything you wanted to do. Want to be an axe-wielding, ambidextrous, spell-casting, gun-toting psycho who is afraid of caterpillars and can't wear any armor heavier than a thick blanket? Sure thing. Now just try to pigeonhole that character into a class stereotype. You really can't, and that's why GURPS was so generic.

      You were allowed to create characters using a points-based system, where acquiring new skills or abilities (axes, spellcasting, guns, ambidextrous) cost you a certain number of points, and taking quirks or disadvantages (psycho, afraid of caterpillars, can't wear armor heavier than leather) allowed you to recoup some points for spending on other skills or abilities.

      I may be wrong, but at the current time Steve Jackson is in the process of creating his own MMO based on GURPS. Maybe this will be the first, real archetype-free MMO we'll see on the market.

      --
      UNIX: Find it, fsck it, forget it.
    7. Re:Archtypes are stupid.... or at least redundant. by fred_sanford · · Score: 1

      Reminds me a lot of Morrowind. Sure, there are a lot of numbers and stats and levels and even three "classes" to choose from (combat, stealth, magic) but those only added minor tweaks to the character. The more you swung your sword, the better at long/short sword you became. The more you cast the better at casting. You also didn't have to kill X creatures to gain a level. Levels are doled out by gaining 10 stats points. The world is entirely open too so no series of predefined events (except for the main storyline). Too bad it is only single player though.

    8. Re:Archtypes are stupid.... or at least redundant. by Thangodin · · Score: 1

      The problem with getting rid of classes is play balancing. Players will very quickly discover optimum configurations which become templates for the vast number of characters on the server. The more freedom you give to your players, the greater the domain of possible combinations, and somewhere in a very large domain will inevitably be the killer combination, the thing that your testing did not uncover but suddenly becomes the single most popular template in the game. Instead of greater variety, you end up with much less, precisely because these optimum configurations can punch so far above their weight that nothing else will get invited into a group. The quickest way to fix such configurations is to nerf some part of it--and entire MMORPG's have almost collapsed due to unpopular nerfs, because you have just broken half your server's favourite character. Restricting by archetypes makes the job of play balancing easier.

      Your ideas are good, but none of them are new. They would in all likelihood lead to a very interesting game--at first. Then the nerfing would begin and the subscription curve would drop like a rock. And this is after spending several million dollars building and testing it. In other words, not a risk anyone would be willing to take.

    9. Re:Archtypes are stupid.... or at least redundant. by zoomba · · Score: 1

      There's a difference between player created content and content that is generated dynamically based on player actions. In the first case, you end up with Star Wars Galaxies, a game that tried to provide as many tools as was reasonable to the players, and the players created some great environments and set pieces to "play in" but it lacked real gameplay and real game content. To do player created content, you have to take something like Neverwinter Nights, and make it a LOT simpler to build and script in. But then you have balance issues with players creating a sword of uberness +100 that slays everything and then people building impossible content to counter that. You'd have to put artificial caps on what players could create themselves, and then the "official" content would always be better and there would be little point for most to play the player content.

      Now, for dynamically generated content, I think this is something we can manage, and I'm disappointed we haven't started seeing that yet. Say you're in a space sim world, and you are a pirate. You see a small patrol go by, and you destroy it for whatever reason. The game should then send something (AI or a player) to investigate where the patrol went. If they get destroyed or delayed, additional events kick off, growing in complexity and difficulty. You may be a diversion to draw forces away from a planet or starbase that is about to be raided, who knows. Games should have an ebb-and-flow to them, where the world goes about its business without the need for the player to exist. Imagine X3, where money moves around on AI ships and freighters, so a real economy is established independent of the player. Pirates and police clash automatically and there's general activity going on all the time. Take that and then get it to start reacting to what the player is doing.

      That is how dynamic content could revolutionize the MMO world.

      And on perm-death... you can't do that since there are too many chances that events outside of a player's control could result in their death. Lag, network issues between them and the server, a server bug, a client bug, the client machine crashing etc...

    10. Re:Archtypes are stupid.... or at least redundant. by ultranova · · Score: 2, Interesting

      Was Conan a Barbarian because he didn't wear armour and swung a huge weapon or was he swinging a huge weapon and not wearing armour because he was a Barbarian?

      Conan wore armor and was, in fact, both intelligent and patient. Read Howard's books, don't think that the movies had anything to do with Conan.

      Then again, Conan was a Barbarian/Rogue, not pure Barbarian.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    11. Re:Archtypes are stupid.... or at least redundant. by KDR_11k · · Score: 1

      Hm, I'd love to see how the "manic-depressive" malus would work out in an MMO environment...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    12. Re:Archtypes are stupid.... or at least redundant. by jchenx · · Score: 1

      You have a lot of interesting ideas. Unfortunately, the world is full of assholes that ruin it for everyone else.

      Open-ended skills system - Something Ultima Online had, but it quickly turned into a tank mage-fest (plate wearing magician).

      Perma-death - As someone has already mentioned, what if your network gets disconnected in the middle of a fight? Doesn't seem fair for your character to permamently die because of that. Also, if you want to add in real PvP with perma-death, all it takes is one asshole to ruin your day.

      Player-created content - I really don't feel like walking around a city, seeing pictures of testicles everywhere from some joker. Or being in a PvP battle with foes that all carry swords of uber-leetness that they created.

      A lot of your ideas would work great in an MMO that's really restrictive on who they allow into the game. And that's why some games with many of these features (like NetHack) do so well ... not because they're restrictive, but they're not popular enough to attract the script kiddies and griefers. They'll always gravitate to the most popular games.

      --
      -- jchenx
    13. Re:Archtypes are stupid.... or at least redundant. by servognome · · Score: 1

      How about a system that mimics the real world a little more? How about making your character good at what ever he does... if he goes around swinging a sword... make him a good swordsman. If he tries to cast spells, make him a spellcaster. If he wants to do both, let him, but don't let him be quite as good as someone dedicated to one thing.

      Now balance every combination to make sure the backstabbing hypnotist isn't significantly more powerful than the chain wearing fire caster.
      If you don't balance you end up with everybody maximizing their character stats. Worst case everybody has the exact same uber template. Best case you have a few niche templates, which in practice are no different than archetypes.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    14. Re:Archtypes are stupid.... or at least redundant. by neo · · Score: 1

      I've played GURPS, but while GURPS is free of archtypes, it also fails to free itself completely. For example a player who wants to spend any amount of time in combat would be foolish not to "buy" combat reflexes.

      In my ideal MMOG, you would start with skills based on your characters history, which would be created in a system similar to (blanking on the name of the game...) where you roll up your history and that gets you started. It also would give you ties into existing characters.

      I've created a very interesting social system that would keep PvP servers fair and honest (you wouldn't just kill anyone, only your enemies) and give players choices that aren't overwhelming (WOW has thousands of guilds... how do you choose?)

    15. Re:Archtypes are stupid.... or at least redundant. by neo · · Score: 1

      Players will very quickly discover optimum configurations which become templates for the vast number of characters on the server.

      Well designed systems don't fall prey to this. Instead there's a rock/paper/scissors nature to them where you can't be optimum for all situations. Also, as you noted, you need a way to limit players from all possible combinations while not sucumbing to character classes... but this is trivial. Assume skills A, B and C are the "best" combination. You would assume that these would need "nerfing", but in the game skills A, B and C are all countered by X, Y, and Z... leading to more players with those skills. As one style grows in popularity, it increases the value of it's counter style.

    16. Re:Archtypes are stupid.... or at least redundant. by neo · · Score: 1

      Player created content need not be "build a map" ala Neverwiner Nights. The upcoming game Spore shows procedural content created by players. Basically it's the best of both Dynamic and Player content. The game does the hard part of matching plots/locations/monsters/PCs and the players call up a plot generator and ask for "Romantic Plot", "Revenge Plot", "Power Building Plot", etc etc.

      This give players very interesting control over their own stories and involves other players in the game, while keeping things fresh. A romantic plot might create a love triangle or it might simply make your character fall in love with someone out of their league... Your own resolution creates the story but the game knows enough to put in the proper elements of plotlines for you to play through.

    17. Re:Archtypes are stupid.... or at least redundant. by neo · · Score: 2, Insightful

      A lot of your ideas would work great in an MMO that's really restrictive on who they allow into the game.

      Actually what I'm talking about is restricting what the character can do, not what the player can do.

      For example, in the social scheme I'm suggesting, there are six levels of social contact. In the first, instead of names you see decriptions of people above their heads in grey. These are people you do not know. You can't attack them unless they attack you first (there are exceptions... but they are to detailed to get into right now.)

      The other five go from love (blue), like (green), aquantance (white), dislike (orange), hate (red).

      Actions you can perform on another character are limited based on your social relationship to them. You can only beat up people you don't like. You can't punch someone you like. You can only kill those you hate. Sometimes you can hate someone you don't know... for example if you are in a gang you might hate all members of another gang. If you see one flying colours, then you could attack them and try to kill them. But you'd know you were a target for them too, so joining a gang has risks and rewards.

      The only way you get to know anyone in the game is through an introduction, either by another player or a plot device. Your character will react accordingly. For example, if your friend points out someone he doesn't like, you'll start off not liking them either. You may later like them if you spend time talking with them... but that would take time.

      There's a lot more to this system, but basically what we're talking about here is taking the simulation down to a deeper level than it's currently at. In current games you can swing at sword at anyone, friend or foe... but your character wouldn't do that... you're doing it because you're bored or a griefer.

      Limit the characters actions to what is appropriate and you severly reduce what problem players can accomplish.

    18. Re:Archtypes are stupid.... or at least redundant. by nanowired · · Score: 1

      Heres the problem - the players. Theres a significant chunk of Subscriptions that are from the Min-Maxing population. They will find any way possible to become the best in the game, and not in a good way. For people looking to say "Oh so I shouldnt try to be good at something" - take a look at your methods. ARe you just finding the best combination, and doing it in such a way that would ruin the game for others? Or are you actually working for those stats...

    19. Re:Archtypes are stupid.... or at least redundant. by jchenx · · Score: 1

      That's an interesting system. WoW has something similar for NPCs, but not for players. I'm not convinced that its not griefable or that it won't have its own host of problems. For example, you could have a "griefer gang". True, they won't be able to attack new players (who would be initially neutral to them), but they would make sure that they'd be enemies to most other groups. If you happened to join a newbie group, you would instantly become one of their enemies and be targetable.

      Is it realistic? Sure is, and you'd have an interesting PvP dynamic. There would be lots of groups formed to tackle these griefer groups, along with other folks constantly joining the griefer cause. But ultimately, new players would feel a lot of the pain. Either they join a group, and get targeted and probably killed. Or forced to not join anything, and miss out on grouping/social opportunities. (This is very similar to what happened in Ultima Online, when it first started up)

      --
      -- jchenx
    20. Re:Archtypes are stupid.... or at least redundant. by Psychochild · · Score: 1

      Actually, archetypes are used because that's what the people willing to spend money on these games really want. The history of online RPGs is much longer than the graphical "MMORPGs" you see today, going back as far as text-based games in the 70's, and a wide variety of possibilities have been explored. Current games rely on archetypes because this is what has proven to be popular.

      There was actually quite a bit of variety in even just the first few retail online RPGs in the mid to late 1990's. Ultima Online, as other people have replied, had a fairly open skill system. They had a system where you could do just about anything you wanted. Even earlier than UO was Meridian 59, the game I currently own and administrate. This game also had a fairly open skill system without levels and "archetypes" (or classes as us old-schoolers call 'em), although groups of skills were organized into levels; but, you could build a wide variety of characters with the system.

      What happened? Well, people looked for "the best" character build, and those became the dominant archetypes. And, don't give me any bullshit about "poor design", this is just the way players are. The majority of players still stuck to what was "accepted" over what was really more powerful, even if the "accepted" builds had always been weaker! In addition, even the best designers have a hard time keeping track of everything. In Meridian 59, we have about 150 unique spells and skills. Testing each one isn't too hard. Now, consider that two skills could interact with each other: 150 choose 2 is 11,175. Now consider what happens if three individual abilities could work together: 150 choose 3 is 551,300. Do you think the typical overworked designer has the time to test over half a million possible combinations? Keep in mind that Meridian 59 is a fairly small game, overall; that figure could potentially go into several millions in a game with a lot more abilities.

      As for allow players freedom, let's just say that there's a reason there's few game worlds offering deep Player vs. Player possibilities.

      Does this mean we're doomed to having archetypes and shallow gameplay forever? I hope not. But there are certainly reasons why your ideas aren't being incorporated into new games, and it's not for lack of intelligence by us designers.

      People that are interested in online RPG development might want to check out my professional blog where I discuss a lot of topics concerning online RPGs from a professional developer's point of view.

      Have fun,

      --
      Brian "Psychochild" Green
      MMO developer's blog
    21. Re:Archtypes are stupid.... or at least redundant. by neo · · Score: 1

      Groups would have a similar dynamic. Your gang might not even know about more of the other gangs unless they were introduced to them (either through contact or plot). So if you just want to kill kill kill, you can join one of the two big gangs that just go around killing each other. Have fun! But that newbie is grey and you're not going to do anything to anyone you don't know. In fact, you can't tell the newbie from the NPC.

    22. Re:Archtypes are stupid.... or at least redundant. by neo · · Score: 1

      Actually, archetypes are used because that's what the people willing to spend money on these games really want.

      I disagree with this statement. Most of these games, as you point out, are just iterations of the P&P versions of games that already existed. These gave birth to MUDs and MOOs. I know the whole history.

      Character classes aren't all bad. They get you into character quickly and are easy to understand. But that doesn't directly translate into people's money. People play what their friends are playing, (intense marketing aside). Period.

      If a game is good, they will come... with their money.

    23. Re:Archtypes are stupid.... or at least redundant. by mcvos · · Score: 1

      that's why GURPS was so generic

      Was? It still is. More so than it used to be, in fact. The 3rd edition tended to encourage jack-of-all-trade characters with good DX and IQ, and lots of skills with only a few points. The 4th edition has more expensive DX and IQ, while it's cheaper to have high skills, making specialisation (as well as ST and HT) more attractive. They also cleaned up the ads/disads system. Looks much better now.

      Steve Jackson is in the process of creating his own MMO based on GURPS. Maybe this will be the first, real archetype-free MMO we'll see on the market.

      I'm looking forward to it, but the most important thing to make a MMORPG archetype-free, is to make sure that there is extreme variety in the kind of things you can do there. If every quest culminates in a fight where you need to dish out tons of damage and heal your own damage as quickly as possible, you're still going to get tanks and healers.

  11. Base classes and hybrids by Why's_This_Fish_So_B · · Score: 2, Interesting

    The question isn't one of classes, but one of roles. Roles are things like:
    - healing damage
    - preventing damage to others
    - preventing damage to self
    - doing damage (melee, magical, single or multi-target)
    - enhancing others' abilities to do something
    - overcoming obstacles (utility)
    (and more)

    The problem with early MMOGs is that they assigned classes directly tied to the most important roles, so that *one* class fulfilled each primary role. Thus, other classes were secondary.

    The archetype system amends this somewhat by allowing multiple classes to fulfil a primary role; but it runs the danger (which can be overcome through smart design) of making the multiple classes mere clones of each other.

    IMO the best way to approach classes, assuming one wishes a class-based system, is to make sure not that *several* classes can assume primary roles, but that *no* class can fully assume a primary role by themselves.

    In short, no 'tank' class, but some classes will be able to avoid damage better than others. Some classes will have healing ... but no one class can be 'the healer' by themselves. Everyone's a 'hybrid.'

    This could be a tricky balancing act for designers trying to ensure that no one class ends up with the 'uber' or 'gimped' combination of roles, but it does avoid the issue of cookie-cutter classes.

    There is no one right answer, whether it's class-based or open; it all depends on how thoroughly designed the whole system is. As long as players have interesting roles and can fulfill them, the system will work.

    1. Re:Base classes and hybrids by swilver · · Score: 1
      There's no need to completely avoid primary roles for your classes. A lot of problems can be resolved with selective buffs. For example, a buff that enchants chain armor so it becomes plate armor would benefit chain armor classes (like a rogue, but not a monk), but be of no use to classes already wearing plate armor. A buff that enhances hand to hand combat, making it more effective, would benefit monks to do damage on par with a backstabbing rogue. It would be useless for the rogue, unless they're willing to switch to hand to hand combat, which will never be as good as a monk.

      For example, a warrior could be the best tank and could fulfill the tanking role. However, a rogue and a class that has a buff that could change armor into plate armor temporarily would also be feasible. The rogue would be able to tank, just as well as the warrior as long as (s)he is wearing the enchanted plate armor. The warrior would not benefit from the same enchantment. The buffing class might be a wizard type that specializes in damage and enchantments, so would also be useful to the party. The rogue could still retain the lock picking abilities.

      Basically, you could then look for a rogue or warrior (if you already had the wizard), or a warrior or wizard (if you already have the rogue).

      Unfortunately, in most RPG's, what works well for a secondary class, works even better for a primary class. The system I proposed above doesn't help the primary class, but can upgrade a secondary class to fulfill the role of primary (albeit with support). For example, HP and AC buffs would work well to make your rogue a better tank, but it would work even better on a warrior... with a bit of careful design however one could make combinations of 2 classes fulfil a primary role, or combinations of 3 classes fulfill 2 primary roles. Since you often can also use the other abilities of such combinations it would work just as well.

  12. Something to Note on Vangaurd by Waingro · · Score: 2, Insightful

    I completely agree. I only played EQ2 for a couple months after release and the despite the archetype model, they still created pecking order for group spots. The funniest part is their argument to get away from the "holy trinity" of EQ. So now instead of warrior, cleric, enchanter, every group needs archetype A, B, and C. Oh and since your all the same choosing who you want in your group comes down to what, looks? Fight it all you want, certian classes will always be better at particular things then others. And the MMO mob has pre-determind that to be take pain = best tank, biggest heal = best "cleric", most damage/crowd control = 3rd group spot. IMHO the trick is not class balancing but world balancing. What if there were quests/bosses who might deal very little damage but are constantly regenerating/healing. Your damage dealing "tank" now becomes more attractive for that instance over one that can take a beating better. Of course, this also requires there to be some balance in quest rewards.

    One thing I was looking forward to with Vangaurd was the "new" MMORPG classes like diplomats. Perhaps someone who could "unlock" or make possible certian quests by his negotiation skills with NPCs, or take advantage of difficult battles by persuading some of the enemy to turn against their friends. Of course, once you dump this special sort of class into an archetype where their counterpart uses magic to simply destroy their way through you have lost a huge element of an immersive RPG.

  13. Makes it Easier to Group by vjmurphy · · Score: 0, Redundant

    Archetypes in MMORPGs make it easier to group. In City of Heroes, for example, I know what I need to make a successful group by looking at the archetype: Scrappers deal a lot of melee damage, Controllers control mobs, etc. Without that, you might spend a longer time looking for the right people than playing the game.

    The problem, of course, is when you have classes that are neither one type nor another. The Friar, for example, in Dark Age of Camelot: "I can heal, but not as well as a cleric, and I can fight, but not as well as a Fighter." Then everyone in your group can hate you for not healing good enough or beating up mobs enough. :)

    --
    Vincent J. Murphy
    Spandex Justice
    1. Re:Makes it Easier to Group by Anonymous Coward · · Score: 0

      "The problem, of course, is when you have classes that are neither one type nor another. "

      Try playing a Kheldian in City of Heroes. "Just what the heck does a Warshade do again?"

    2. Re:Makes it Easier to Group by JSBiff · · Score: 2, Interesting

      Kind of off-topic, but I saw your comment about DAoC's friar and remembered the disaster of a character system that DAoC has, that is best illustrated by my Warden.

      DAoC had a kind of worst-of-all-worlds approach to characters. They had character classes with 'specializations' within the character classes. The problem was, most character classes had one specizlization that worked fairly well for that type, and two specializations that would leave you, often, with a royally gimp character. They gave you a limited amount of specialization points, and you had to spend them on 1-2 of the specializations (for the most part - certain character classes, like rangers, got both more specializations to persue, and more spec points).

      Now, to my Warden. Warden was a character type that the game manual (Tip for MMOG newbies: most game manuals LIE blatently about character types in their descriptions. Don't pay any attention to them) described as being a hybrid healer/fighter. The truth is, they had something like 4 specializations - a weapon spec, a healing spec, a buffing, and a shielding spec. They actually did the best with the shielding spec (they had these magical shields they could put on people, that helped quite a lot - they reflected a portion of damage that enemies attacked you with back at the enemies, which simultaneously reduced incoming damage, and increased damage to enemies).

      Well, as I recall, the Warden was my first or 2nd character, and after like 15 levels, I ended up with an almost hopelessly screwed up character, because early on, I didn't really understand the specialization choices I was making, and DAoC had a specialization system where, if you were specced to your character level in your 1 or 2 specs you could max, you were fine, but if you tried to generalize by spreading points into 3 or 4 of the specs, you were totallly, completely useless.

      But, even when they introduced respecs into the game, so you could have an opportunity to re-allocate your spec points, it turns out that some specializations were just MUCH better than others. I tried speccing my Warden as primarily a fighter with some healing. Turned out that even specced to my own level in the weapon ability, and with good gear (armor, weapons, etc), I was *still* a highly innefective fighter, with weak heals.

      The point of this post is, an MMOG designer, if they are going to try to choose a hybrid system, which gives people choices, it is their responsibility to make sure that all choices are fairly viable. In DAoC, there were certain character types that were sub-par overall, or sub-par unless they chose the ONE TRUE PATH for that character type. Any other choice led you down a road of complete frustration.

      I'm completely convinced, to this day, that DAoC, while it's basic design (the Realm vs Realm system, backstory, etc) was pretty cool, it had the worst character system I've ever encountered, and to boot was pretty badly mis-managed. The management of the game was more interested in releasing expansion pack after expansion pack, than fixing badly designed specializations and powers.

      Yeah, I'm a little bitter lol.

  14. after reading.... by to_kallon · · Score: 2, Insightful

    all the comments, which i found interesting, i think it important to note something no one has addressed yet: finding people. the idea is certainly noble to allow every player to create their character to exactly their own specifications and develop them in exactly their own way, etc, etc, but what happens when you try to put together a group of people? in most, i've not played all, archetype-style games it is not overly difficult since you already know what each class, or sub-class, will do well. so if you need someone to take damage, you look for classes x and y and if you need someone sneaky you look for class z.

    the problem with completely free-form gaming is that you don't know what anyone else can do. in fact, for all you know, they may not really know what they can do either. this makes it very difficult to cooperate with people you don't know, either irl or in-game. i just can't see large numbers of users being willing to risk getting screwed with groups everytime they form one. just my $.02

    --


    The only way to get rid of a temptation is to yield to it.
    -Oscar Wilde
  15. Neither Class/Classless System Is The Best by EXTomar · · Score: 1

    There are generally two disinct styles of RPG like games: Classless and Classed Systems. Neither one is better but they are different and have some serious drawbacks. A lot of what is good and bad about Classed Systems is already covered in the article so I won't bother to go over that. Read the article if you want to see what is good and bad about a ridgid class system.

    So what about Classless systesm? A classic example of a Classless setup is something like Final Fantasy 7. No one is a fighter. No one is a caster. They are, at their cores, just baseline characters. FF7 does put limitations on these characters only by weapondry beyond that there is nothting to say any character has to stick with any particular archtype. This wasn't really a bad thing for FF7 because there was little reason for class enforcement (what skills were offered where given to all, there was very little leveraging of any skills). In a Classless system is supposed to bring out "player skills" since all "character skills" are theroetically offered to all, it is the actual active decisions the player makes instead of things like "passive class bonuses" that determin the success or failure.

    The problem with a Classless System is that given open choices, a majority gravitates to the same structure. If one doesn't build up their character like the competitive majority, you can't compete at all. In FF7 everyone was a "fighter/caster" with very little deviation. This meant that unless you needed a specific trick a character offered you really could bring out any combination of characters you want and succeed in the same manner. You also saw this in Ultima Online. As soon as something changed about the game, everyone gravitated towards it. This isn't necessarily bad but it does make for a bland experience. At a particular stratta of the game, like "end game", all of the players start looking the same, performing the same, and desiring the same thing. Your groups and the game in general ended up with very little variation because everyone was offered and is striving for the same "perfection". In a system that has ridgid classes, the "perfection" for a warrior type is far removed from the goals of the caster type.

    There are for sure problems with Class based systems but there are also problems with Classless systems as well. I haven't see a Classless system that has done it right yet where they can avoid the same bland nature. But then again, if everyone is really "the same" is it not just a reflection that everyone who is serious chooses the same things?

    Various games have been trying a "Hybrid System" where it starts open like a Classless system but utlimately forces one to choose a class role like a Classed system. I'm not convinced these are correct either but this seems to be more flexible than both for the early parts of any game.

    1. Re:Neither Class/Classless System Is The Best by Synic · · Score: 1

      In the best case these "hybrid" systems are supposed to let people get a taste of various types of gameplay before the commit to a certain profession. The only problem I see with this is that most classes really only come into their own when you are fairly deep into them. Can you start the game knowing that you'd rather be a certain melee/caster hybrid than a caster/melee ?

    2. Re:Neither Class/Classless System Is The Best by mcvos · · Score: 1

      Your problems with a classless system are easily fixed by making the system, despite its absense of classes, still reward specialisation. That way, a group with a fighter and a healer would be more effective than a group with two fighter/healer hybrids, and if they think the healer can afford to do a bit of fighting too, that's still possible.

      Ofcourse IMO the EQ-style MMORPGs have as little to do with real RPGs as a game like Nethack. Give me some intrigue, improvisation and deep roleplay instead. (Alas! Computers aren't smart enough for that.)

  16. Try an old scool MUD by capedgirardeau · · Score: 2, Insightful

    You won't find any numbers in this game, it and its ilk are what I consider to be among the world's first mmorpg:

    Genesis, The Original LP MUD

    http://genesis.tekno.chalmers.se/

    Regards

    --
    Wax on, wax off baby!
  17. Specialization drives the "MM" in MMOG by macz · · Score: 1
    If one entity had the ability to accomplish 100% of the meaningful tasks in a given game, then there would be no reason for a game to be "Massively Multiplayer." By segmenting players into specialized classes, it forces people to team up.

    Then, to field a complete team, people need to be able to identify the positions each player will fulfill. If there is no easy way to classify a player, it is difficult to know where their position should be.

    This is no different from any activity that requires cooperation to accomplish a goal.

    --
    ...But I digress. TREMBLE PUNY HUMANS!ONE DAY MY SPECIES WILL DESTROY YOU ALL!
    1. Re:Specialization drives the "MM" in MMOG by Anonymous Coward · · Score: 0

      Nowhere in "Massively Multiplayer" does it mean that you must team up for every damn task. It only means that there are a ton of people in the game at once, which you can team up with if you so choose.

    2. Re:Specialization drives the "MM" in MMOG by JavaLord · · Score: 1

      If one entity had the ability to accomplish 100% of the meaningful tasks in a given game, then there would be no reason for a game to be "Massively Multiplayer." By segmenting players into specialized classes, it forces people to team up.

      A druid could main tank, main heal, or dps in dire maul in world of warcraft. Yet they could never get through the whole instance alone. People would have to team up just to overcome whatever monsters they are encountering at some point.

  18. Player interaction drives the "MM" in MMOG by Anonymous Coward · · Score: 0

    "If one entity had the ability to accomplish 100% of the meaningful tasks in a given game, then there would be no reason for a game to be "Massively Multiplayer." By segmenting players into specialized classes, it forces people to team up."

    I disagree. Several MMORPGs (Meridian59, Guild Wars, Tibia, etc) allow for character advancement to be fairly easy solo. Most often, it seems to result in PVP combat (when it's available) becoming the focus of the MMORPG, rather than the grind, which changes the game's dynamic entirely. This, in turn, tends to change the social atmosphere of the game and can provide a much more socially active community due to politics and competition. One could argue that the essential part MMORPGs is the 'social experience,' which is fueled by player interaction, and you can hardly get much more player interaction than players killing other players :)

  19. Strange viewpoints in TFA by garylian · · Score: 1

    I read TFA, and I am not sure why the author decided to write it. While he makes points, they are moot, imo. I mean, WoW pretty much has an archetype system in the way that you craft your character's class with skill points. And for all of that, you have most classes using only 2-3 builds per class. Nobody cried that much about it. (Well, they did on the forums, but people are still using cookie cutter models.)

    Priests in WoW used one build if they soloed to 60, and a 2nd build is they were grouping. Once hitting 60, they went with either the PvP DPS types or group-healing build.

    Fighters either used a shield build or a DPS build.

    Rogues used either a stealth build or a weapon/combat build.

    Warlocks just got laughed at. Come to think of it, so did paladins.

    Even the 2 hybrid classes of shaman and druid only saw 2 builds as a general rule.

    So, their archetype system devoloved down into being able to split their characters into only a few realistic builds.

    EQ was sadly locked into fairly rigid thinking by most of its players. I did some fairly hard LDoN quests with a druid and/or shaman as a healer. For a solid 6 months, a SK and sometimes a pali was a better tank than a warrior for most encounters. Monks were no longer the kings of pulling, as SKs did it better.

    Besides, to me, it wasn't the holy trinity, but the holy quad. I really wanted a shaman along in my groups. Heck, as a wizard, I really wanted a BL, too. Kitty-Crack really made my life a lot easier.

    I don't see how archetypes makes it that much easier on Devs. Folks need to get out of the "all classes must be balanced" ideas. Each class is a tool to be used in certain situations. Cross-over abilities don't hurt too much, as long as it doesn't go TOO far. EQ druids could heal, but not nearly as well (or effeciently) as a cleric, and they couldn't rez. If druids could heal as well, who would ever want a cleric?

    So, let them use archetypes. Most MMO players think inside the box, and won't even TRY alternatives. Me, I went through most of WoW with my wife's druid as my rogue's only healer. We made it to 60 before some paladin busted her confidence as to her ability to heal as well as a priest.

    Oh, and DDO isn't balancing the classes. Mostly because the PnP game isn't about balance, but group composition. It has been refreshing to see folks fit their roles. Of course, all groups wait for a cleric, unless they are all WF.

    1. Re:Strange viewpoints in TFA by GravelordBocephus · · Score: 1

      "If druids could heal as well, who would ever want a cleric?" People who would like to be rezzed in the probable event that someone dies during the course of the group.

  20. Problem is not classes, it's the group sizes... by Anonymous Coward · · Score: 0

    The biggest problem is that group sizes in most games are limited to 5-6 people, and that certain classes you HAVE to have to be able to survive. Not saying that there is anything wrong with requiring certain classes to survive (I know I wouldn't go into a dungeon without a big burly man to protect me), but it means that there are limited slots in any groups for hybrids and individuals with multiple secondary abilities.

    The holy trinity is not necessarily a bad thing, it just means that you have to cram the 75% of the server's population into the remaining 50% of the group.
    Some MMOs have managed to avoid this and let a multitude of character types flourish. Dark Age of Camelot, for instance, allowed eight people per group, so once you got beyond the three types you needed (tank, healer, crowd controller), you had plenty of room for variation and individuals with multiple secondary abilities. Up group sizes and those archetype benders will be able to flourish.

    Just my thoughts...

  21. Communication by AnotherBlackHat · · Score: 2, Funny
    Communicating the primary role of the class to the player is also important.


    Archetypes also make communicating the primary role of the class to other players easier.
    When your group is a warrior, archer, and thief, you know you'd be stronger with a priest, witch doctor, or physician.
    When your group is Bob, Ted, and Alice, you're not sure if you be better with Charlie or Frank.
    You could figure it out, and some of the play might be in figuring, but generally players don't want to spend their time that way.
    "40 Healer LFG" is already more than most seem willing to type.

    -- Should you believe authority without question?

  22. "Whys" is not a word by dan_bethe · · Score: 1

    Hi. "Whys" is not a word. Thanks.

    1. Re:"Whys" is not a word by Aadomm · · Score: 1

      Actually it is. I would imagine it is most commonly encountered in the phrase 'whys and wherefores' (which is actually a tautology by the way). The usage in the title is perfectly accurate though.

      --
      Mention the Lord of the Rings one more time and I'll more than likely kill you.
    2. Re:"Whys" is not a word by dan_bethe · · Score: 1
      Poppycock! I hear these so-called definitions and vernaculars and euphemisms and etymologisms and I dismiss them! It's a silly word. I won't have it, I can't have it, and I shan't have it!

      I hereby reject "whys" from my personal vocabulary now and forever.

  23. Alternitive? by PieSquared · · Score: 1

    I personally like the way Guild Wars got around this issue... let players decide what they want to do, within limits. Given six classes (Warrior, Ranger, Elementalist, Necromancer, Mesmer, Monk), each with a job, you are given choices IN that job (i.e. Monk can heal, protect, or deal holy damage) AND you are given a secondary class, so you can have a warrior that heals itself or a Mesmer that only uses it's primary class for one thing: fast casting elementalist spells. This basically lets you make up your own class, if you really want to: the best of both worlds.

    --
    Does a line appended to your comment give your post meaning in and of itself, or only in relation to those without?
    1. Re:Alternitive? by Orochimaru · · Score: 1

      The system in Guild Wars is brilliant. It's just unfortunate that most groups wont let you join unless you're playing a cookie cutter of the month build.

    2. Re:Alternitive? by skreeech · · Score: 1

      GW really does have a good system. In a way, everyone is a hybrid. 6 classes each class had 4 attributes(ignoring the one you only get for your primary class) that you couldn't all max or even get all to an effective level. That is really the strength of guild wars, you can't over level the content everyone is kinda gimped(compared to other games).

      --
      [20:36] wwwdot/.dotorg
  24. On the subject of Permadeath.... by nanowired · · Score: 1

    Theres actually a successful paytoplay mud called Gemstone III that has permadeath. It basicly works like this - You have to make a Gem or Cash donation to your patron god to gain favors/contracts. The cost is based off of your level, and the number of contracts you have - the more you have, the more expensive.... If you dont have one of those contracts when you die, Booom.

  25. So... by obeythefist · · Score: 1

    What's happened? The designers made all the classes the same so it would be easier for them to balance out the numbers? Fantastic.

    Remind me not to sign up for this one!

    Games need to be complex and unbalanced in all sorts of different areas. The difference between one class and another class, and all the varied strengths and weaknesses are what defines the RPG genre. They need to be unbalanced because that way you can, as a player, feel good about your strengths in the areas that you're strongest in. Weaknesses are a vital driver for team play, because classes complement each other to make a much stronger whole than the sum of the parts.

    Otherwise, if everyone is the same, you're playing unreal tournament.

    --
    I am government man, come from the government. The government has sent me. -- G.I.R.
  26. Darkfall by Anonymous Coward · · Score: 0

    Check out Darkfall