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.
This is no different than what happened in the Pen and Paper RPG world - ten years ago.
Most earlier PnP RPGs (AD&D, 2nd Ed. as an example) were heavily class based. Almost everything you were able to do was dictated by your character's class. When WhiteWolf came on the scene with Vampire: the Masquerade, I remember a lot of people being initially confused by the lack of classes. Your character is just a set of skills. But, as people tried it out, they LOVED it - it allowed them to have tons and tons of freedom over what their character is able to do, instead of being restricted by a class system.
I'm not a MMORPG fan at all - recurring fees and a limited scope of interaction make PnP gaming much more appealing for me - but I'm surprised that it has taken people so long to figure this out, much less write a news article about it.
Love sees no species.
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?
FTFA
Class
- Simpler
- Easier to balance
- Heavily Contrained
- Easy to communicate
Skill
- Users aren't locked into one behavior
- skill based games are expandable
- There's no assumption that every role is equal
- There can be multiple reasons to play
Summary
Of course, the game design secret here is that class systems and skill systems are the same thing; they simply have different parameters.
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.
If you take every combination of skill distribution and call that a 'class', you now have a class-based system. Of course unless you've only 3 skills, you'll quickly get way too many classes, which is what happens in the class based systems, and it becomes a balancing nightmare. Since MMORPG is competitive, you have to have some semblance of balance because while it might be fine for a single player game or a small multiplayer game (say, 4-8) to have some utterly overpowered or useless equivalent classes, this is not okay in a MMORPG. The number of equivalent classes to balance, in a skill-based system, is simply intractable. Heck, people have a hard time balancing 5 or 10 classes and yet people expect to have any sembalance equality when you deal with an effectively hundreds, if not more classes?
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 problem I've found with MMORPGs with a lack of classes is kids can level up all day in the school holidays while I'm at work, and if I ever dare wander near a PK area, I'm instantly slaughtered by a 12-year-old.
I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
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.
The simple problem is the more choices a player has, the more times a different level character can come out.
When playing D&D there's either the core classes or multiple prestige, which works well except that there's always players who find the one way to get a character who at level 10 is so significantly more powerful than everyone else in the power that it's boring to play because the game becomes "hide behind loserboy".
Classes allow a simple way to balance a game, certain classes have certain skills and roles. A rogue might be able to solo in WoW but with a healer he's a lot more effective. A paladin can do well healing or fighting but he's not a master at either.
Imagine if you could have a stealth enabled caster who could equip heavy armor and knows the strongest magic in the game? It'd be unstopable but some open skill systems basically allow that. The secret is to give the players the option of any skill but to require specialization at the very least. Of course most games would even balk at that because that's going back towards Classes again.
Honestly The question is more what works best in your game? In a single player game do you want there to always be a solution to the problem so you can beat the game? Then you'll want classes. Do you want the character to possibly placed in a situation where they can't complete the game? Then skills will be you're option.
Or instead you can constantly play the game and change the rules over and over but by the third rule change many of your fans will start walking away because if there's one thing the fan's want is stability, especially stability with their own characters.
Yes, Anarchy Online's approach of being skills-based but defining classes which have preferential improvement point costs worked very well indeed. And the implants provided yet another level of skills customizeability in AO.
Guild Wars is even better in that regard though, and this was mentioned briefly by the fifth of the people mentioned in the headline article, Damion Schubert.
In GW, every character has both a primary and a secondary profession, but you can raise the attributes of your primary profession higher than a secondary could through runes that your put on your armor. Since armor is switchable on the fly, even while fighting, this gives you a lot of flexibility for optimizing your build for a particular zone or encounter. It's better than AO's equivalent, the implants, since those couldn't really be changed in the field (AO's portable clinics were useless).
And since in GW your secondary profession can be changed to any other one with a 30-second visit to Crystal Desert or Senji's Corner, the range of possible combination builds is truly astronomic, yet everyone still knows that (for example) the Elementarist can provide the most powerful nukes. One of the bloggers wrote that skills-based systems introduce uncertaintly, but that doesn't apply to GW -- the primary will always reign supreme at the top end of their skill's abilities.
Quite a few of the other points made in those blogs seem to have been overcome in GW too. For example, it's no hardship at all to call for a "healer" instead of a "Monk" specifically, and everyone is perfectly happy to be healed by a Ritualist or an Elementarist/Monk or a Mesmer/Monk who are running healer builds despite not being primary monks. In fact, it introduces some very pleasant variety.
In summary then, hybrid systems work really well in practice, so the "classes vs skills" debate is a rather pointless one. Just combine the two, and you get the best of both worlds.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
You don't need to pick between skills because you eventually get them all.
I guess... but at last count, optimizing for speed in training, it'd take you over 20 years to get all the skills to maximum levels. So, for practical game play, you have to pick a path you want to go.
This actually works OK because you start off in frigates and advancement to other combat ships generally builds on that skill (you have to have Frigates trained to level 4 before you can fly a cruiser, and you have to have cruiser to level 4 before you can train to battleship, for example).
Then you have the tech2 tree with is kind of the same thing but more powerful... Assault Ships are frigates on steroids and require frigate to skill 5 (max) along with certain other support skills (mechanic to 5, engineering to 5). Heavy Assault ships are cruisers on steroids (have to have cruiser to 5, assault ships to 4, and all the dependences of those, plus a few more support skills).
Most of my experience has been with GURPS and AD&D, less with online games (the only one I play is Kingdom of Loathing, and I only play that for the clan chat). In the past few years and especially when the 4th edition came out, GURPS has also gone to a sort of hybrid. The thing is, GURPS doesn't call them classes, but templates.
I think the template method actually holds the most promise from a programming point of view. A possible implementation in a computer RPG would be for the player to choose the template (say, a woodland scout), and the character generator then sets the minimum stats, the beginning skills and the list of recommended options. If the players clicks "advanced", he can access the larger list. This may sound like a lot of work for the programming team in the beginning, but it pays off later.
You see, once the skills are chosen, the program doesn't have to treat each class differently. The chance to hit or not comes straight from the weapons skills, not from the class list. It's all stored in the character. It seems to me that the skill method means less info to look up, less databases that have to be added to the game. It also makes the game engine more universal, easier to adapt to different genres or even to allow transporting characters between game worlds (one of the things the makers of GURPS like to claim about their system).
It's also easier for the players to change professions, as class systems are biased to "once a [CLASS], always a [CLASS]" manner of thinking. This prevents the classic backstory of so many tales, like the priest who once was a bloodthirsty warrior until he found remorse and devoted himself to his god, or the thief who was an apprentice wizard. With the earlier versions of AD&D, this was clumsily handled, with (for example) a warrior-turned-wizard being demoted to 1st level again, and unable to use his old to-hits in combat (if he did, then he didn't get any XP).