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."
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