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."
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.