Classes vs. Skills in MMOGs
An anonymous reader writes "The buzz in the MMO blogosphere is yet another resurrection of the Class system vs. Skill system debate. A number of prominent online gaming bloggers have chimed in with their opinions on the subject, including: Scott Jennings, Raph Koster, Ryan Shwayder, Steve Danuser, Damion Schubert, and a host of others you can find linked on those blogs. The conclusion? Most of the devs favor class systems because of their simplicity and ease of communicating character roles, while a few devs and many players favor skill-based systems because of the freedom they provide for user customization."
The debate reminds me of the hybrid system used in Might and Magic IX. For all the game's flaws, it had an interesting tree-based class system. You started each character off as either a spellcaster or a fighter, and as they advanced in levels, they would specialize as clerics, mages, knights, etc. IIRC there were three tiers, with 2 low-level classes, four mid-range, and eight advanced.
The disadvantage is that if you want a particular advanced class, you need to plan ahead -- and have the manual page that shows the tree. On the plus side, it means you can get a feel for what you need during gameplay, rather than try to guess from the start.
I'm not sure how well this would translate to MMORPGs, because I'm one of the three people online who doesn't play any. But it seems this would be simpler than a fully skill-based system, and more flexible than a static class system.
It's been tried and tested with all the other MMOs. When you give the players such an open system like a skill-based system, the developers have exponentially more work on their hands. They have to make sure all the combinations are viable gaming options. Nevermind the balance for PvP systems. Skill-based systems are way easier to exploit, as opposed to class-based systems, where the developers have direct control over what the players can be, and what they cannot be. It's a hard balance to strike, though, since players in a class system often feel as though they're being oppressed, but every game needs a structure, and skill-based structures are too close to chaos.
Blerg.
I think World of Warcraft has shown that a good mix of both is a nice compromise. With simple classes (e.g. Priest, Warrior, Hunter etc) but allowing players to further customise those roles for their play style (E.g. Priest healer or Priest for damage).
You don't need to pick black or white, good or evil... Better to have a compromise between the two... A shade of grey as it were.
Perhaps Blizzard's ability to stay in the "Shades of Grey" is why it has 50% of the MMPORPG market at the minute?
I've been working a few RPG ideas over in my head for the past few years, piling details on as I find ideas I like or think I could improve upon in other games, and the class vs. skill debate is something I'm very familiar with.
I think the biggest problem with the skill system is that it makes the experience way too "loose" for the incoming player, and in MMOs or traditional CRPGs, that can be a serious problem. With a class-based system, you can make the player focus on one or two things early on instead of allowing them to run free, which gives them an ample chance to learn the game, the interface, and to get familiar with the characters and story. With a skill-based system, there's more of an unstructured feeling. You can't really force everyone into doing a few basic skills right away, because if those skills don't interest the person, they are going to feel like they are wasting their time. Since a lot of the developers who make large scale games, esspecially MMOs, don't have the time/money/desire to put a lot of instruction and guidance in for every single skill combination in the early game, it can be tough for people to stick with it long enough to find their niche.
I think that's why a lot of MMOs go with a sort of combination of the two. You get a class (or even just give characters generic experience levels that effect statistics and the ability to use equipment), and then later allow them to learn and explore different trade-skills. Some MMOs even go for keeping the character as a jack-of-all-trades earlier on, and then allowing the player to specialize once they are familiar with the different skills that they can use.
I still think that some of the best games only have skills. UnReal World is one of my favorite roguelike CRPGs, and I really enjoy it's skill system.
I've come to prefer the system used in the Elder Scrolls series quite a bit, being a directed version of the skill-based subsumed in a class-based world. That is to say, you have a class, yes, but when you level, the options you are given to improve your character's stats directly reflect what you've actually been doing in the world.
Yes, it would take a spellcaster longer to level if they're focused on hand-to-hand combat (it would actually happen incidentally, through repated use of the skills that are associated with their class, but when they do eventually level, they would have the ability to increase their strength significantly more than if they had focused exclusively on spellcasting.
I find this to be a surprisingly effective compromise, and it reflects somewhat on the nature of experience and growth in the real world (minus the spellcasting, of course). By this I mean that if I were a surgeon, the more surgeries I participate in, the higher my skill is likely to grow, and therefore, my standing as a surgeon (overly simplified example, yes). This does not, however, preclude the option I have for taking tae kwon do lessons and improving my martial skills. Since I don't make my living as a martial artist however, even though my ability is improving in other arenas, it does not reflect back on my ability as a surgeoun.
Consider it as 'career track' versus 'personal development'.
Rock is dead. Long live scissors and paper!
The only MMORPG enjoyed was Ultima Online. And it used a very simple system: you can grandmaster 7 skills, be it fishing, archery, magic, mining, etc. (UO has a great variety of skills, by the way.) This system felt more "real" to me; I wasn't confined to some stupid class template. It also allowed for more customization. My secondary character, for example, could learn skills that would make him an ideal miner. And all skills increased through their use, not some ridiculous level system.
I quit UO years ago, but I believe subsequent expansion packs have toyed with this system, allowing you to gain more than 100 points in each skill.
While I do currently play World of Warcraft (only because it is the least buggy and simply best MMO on the market right now) I favor games like old school star wars galaxies. In that game you had over 30 professions to choose from and you could customize your charcter any way you wanted pulling certain skills from those professions. Diversity is what really attracted me to that game because no two people were exactly the same, whether it was skills that they had, the way they looked, or even the outfits they wore. You could customize your character around you. In games like WoW you are totally restricted in that because within your own class you really only have 2 options to choose from and those 2 options are based around what you want to do, PVP or Raid End Game Instances. So there is no real diversity, in the end everyone is shooting for the same armor, looks the same, and has the same skill sets.
Old School SWG is the perfect example of what I consider to be a great MMO, unfortunatly with the success of WoW, SOE decided they wanted to take a chance and make the game more WoW like in hope of stealing some of their market share. SOE failed and all SWG is now is a cheap WoW wannabe with a diminishing player base.
Eve isn't really a skill based game. You don't need to pick between skills because you eventually get them all. You just pick which one to get first. A skill based game generally assumes that you need to pick some, but not all, skills to have at any given time.
I still have more fans than freaks. WTF is wrong with you people?
Also, look at the real life. Do we say that some employee can do a bit of accounting, some direct marketing, little bit of sales and has extensive skills in drafting legal contracts? So how do you find a job for such person? How do you talk about him? How can you put him in a social context? Or do you just say he is a "Contract Lawyer" with some extra business skills? We simply tend to stereotype that is how our brain works.
If programs would be read like poetry, most programmers would be Vogons.
not to be a troll :D And not to pick on Digitrev but I've seen a number of comments come out using games that don't have a PvP enviroment. The argument comes out because who cares if you use a specific skill set/class build whatever to exploit the game in a PvE game? Developers will eventually find out about it and quench it. The real problem comes up when a player is consistently over-powered in a PvP environment by another player not because that player is good at what he does but because they found an exploit with a specific skill build. Developers can't find all the combinations of skills during the intitial run of the game, because they are still humans (I think) and they may not think like you or me. Someone out there may see something that the developer didn't and exploit it.
:D
Also games that are not Online aren't really effected by this debate since the game is set to do one thing and once the game is beaten, thats it. How you get that far whether it be with cheats or pure skill is up to you. But when it affects other customers of the publisher then considerations need to be made to try an balance the playing field or else you start losing customers. Go and use WoW again, there are very few classes that can go toe-to-toe with a warlock other than other warlocks. Is this over-powered? No, since bother factions have warlocks. Just because most classes can't go 1vs1 with them, doesn't mean the game is imbalanced. Now if Shamans or Paladins had the same thing going on then the factions would be imbalanced, since they are (for now)strictly Faction based classes.
Ok I'm done, time to go home
Dewser - all around techy "In the immortal words of Socrates - 'I drank what?'"
One of my biggest gripes (aside from the boring click-and-lean-back-and-occasionally-press-1-2-or- 3-every-30-seconds combat) with Anarchy Online was the implant and buff system.
There is something wrong when you might have to go to such lengths as paying a trader to skill wrangle you to cast some buff to install an implant. Laddered buffs (in ANY system, not just spells or items or whatnot) like that are terrible. I'm of the opinion that buff spells and item equiping should be limited to *BASE* stats only, with buffed stats taken into account of course for combat or other actions like success rates or crafting. But never should you be able to buff yourself in order to buff yourself in order equip a buffing item. That's just obnoxious (and expensive.) Though I suppose item (like armor or ring) buffs counting for anything is okay -- just really no spells.
My favorite part of AO was the universe: the scenery, the armor and the factions, it was all wonderful. The skill system was ruined by this crap.
This is not true, some people will discriminate against people who are not the build which they consider optimal for a particular 'role' (healing in this case). Also, many people will assume that a Monk/* is a healer without asking, or sometimes even when they say they are not... so it's not always the wonderful happy place you make it out to be. That said I've joined pickup groups with Elementalist/Monk healers before who did an excellent job and I have no hesitation partying up with anyone who communicates before we go on a quest/mission.
However, these problems are not unique to Guild Wars and I strongly suspect they are insurmountable. I can't think of any way for their to be 'variety' without some builds being better than others. As long as some builds are better than others, there will be some who don't want you in their party/guild unless you have the particular class/skill/equipment/implants/spells/build that they're looking for.
EVE Online uses skill system. Each skill improves your abilities only a little (like %5 more damage to your guns). Skills have only 5 levels and each level take more time to learn. Learning is done in realtime wven if you are offline. Longest skills can take more than month to train from level 4 to level 5. If you never heard of EVE Online go check it. It's massive multiplayer Elite (old game for Sinclair Spectrum) and it uses SINGLE universe with currently upto 25-30 thousands people in it at the same time. It has working economy and player politics. Skill system and very brutal game (pvp is non-consensual and every loss really hurts) is what makes EVE unique.