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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."

12 of 224 comments (clear)

  1. Hybrid system by Kelson · · Score: 5, Interesting

    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.

    1. Re:Hybrid system by Burlap · · Score: 4, Interesting

      I prefer Anarchy Onlines skill/class system. Every class has access to the same skills, only some classes can raise them higher and "easier" (cost less improvement points) then others.

      EG: a nanomake and agent can both use the rifle skill... only the agent can get it far higher (both in base skill and self only biffs) and cost less then the mage. But if the mage REALLY wants to use rifles then she can.

      it allows for a good amount of customization and also allows the devs to 'nudge' the player base in a specific direction. Of course it can be abused (caterwall rifle was so destructive in PVP that EVERY class used it untill it was made agent only) but what system cant be?

  2. Trial and error. by zyl0x · · Score: 5, Interesting

    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.
    1. Re:Trial and error. by Keebler71 · · Score: 4, Insightful
      What might be missing here is the distinction between skill-based systems where the user allocates "skill points" and chooses his skills (Star Wars Galaxies) and a skill-based system where skills increase/decrease through use/lack-of-use (Ultima Online). I haven't found a MMORPG that I have liked since UO. The "leveling" concept in virtually every game since puts all the ephasis on, well, leveling - instead of on enjoying the game and its adventures. It just become a big race to the top. UO never had any levels per-se. If you chopped a lot of wood, your lumberjacking skill went up. If you tried to cast difficult spells, your magery went up. "Class choice" was effectively infinite. Of course, there was a tendency to "template" as players quickly found combinations of skills that they would try to raise that they found particularly formidable. The solution was maintaining a skill cap (so that players couldn't skill-up in everything) while occasionally increasing the number of skills (so that players could really specialize).

      It seems to me that there are two things that make a game "addictive". Clearly the "leveling" concept feeds an addiction in the same way that gamblers are fed by "payoffs". This very obviously has driven why this has become the norm. However, I would suggest that this eventually gets boring to the player in the absense of any real game content - and for that you need a truely immersive world. I haven't seen that since UO.

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
  3. AD&D vs. WhiteWolf by KermodeBear · · Score: 5, Informative

    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.
    1. Re:AD&D vs. WhiteWolf by ChaosDiscord · · Score: 4, Insightful

      Your group must have been gaming in a cave if White Wolf's Storyteller (1991) system with its lack of classes was so surprising. Skill based, classless systems had exists for over a decade at that point, including well known systems Chaosium's Basic Role-Playing System in Call of Cthulhu (1981), Hero Game's Hero System in Champions (1981), and Iron Crowne's Rolemaster (~1980). By the time Storyteller showed up, classless gameplay continued in games like Steve Jackson's GURPS (1986) and Mayfair's Mayfair Exponential Game System in DC Heroes (1985).

      Furthermore, it's not a clear case of "classless with skills is better than classes." D&D remains the most popular RPG in the United States; these aren't millions of players who are simply ignorant of classless systems. Classless systems have existed for almost 25 years and are widely available. For many younger player, classless games have existed since they were born. Yet they play D&D.

      Class based systems provide some advantages, in particular it provides guidance. Builting a character from absolutely nothing can be daunting; while many enjoy it, it can be hard to craft a character that fits well into the expectations of the game. In first edition D&D you would be hard pressed to design a character ill-suited for the D&D-style play, while in Vampire it's pretty easy to do so, possibly by accident.

      Of course, guidance don't need to come from strict classes. In particular, many games now provide "archetypes", archtypical characters which players can use as a basis. For example, Shadowrun's Street Samurai, Mages, and Deckers; or Cyberpunk's Glitterboys and Reporters, or Big Eyes, Small Mouth's Gun Bunny's, Magical Girls, and Mecha. I find it telling that in many games with lots of character freedom, they still tend to neatly fit within the archetypes because they fit the game well.

      It's also interesting that many games eliminated "classes" that represented training or profession, but kept some sort of rigid grouping that limits characters, especially new characters. This is true of most of White Wolf's products in which characters are sorted into Clans, Tribes, Kiths, and Traditions, all of which impact a player's choices at start up.

      Also, you're completely missing why MMORPG's have classes: balance issues. MMORPGs are up against very different problems than tabletop games. In a tabletop game, if you make poor choices early in the game that limit your character later in the game, be it role-playing or mechanics, things can be tweaked. In a MMORPG, a poor selection of skills early in the game may lock you out of further advancement, meaning many more hours retraining or building up a new character. They is less of a problem for players interested in gaming that part of the system, or players willing to do lots of online research up front, but it's bad for casual players. Classes also make design easier. Given the complexity of MMORPG design, "easier" may mean "feasible." Many games designs want to create interesting mixes of player characters with different focuses. In a pure skill based system you are more likely to end up with a bland mix optimized in a small number of ways. This is tied into the poor skill choice issue: you might optimize in a way that seems cool ("I want to be the best fire mage possible") only to discover that no one wants you in their group because it turns out that the fire-mage/healer hybrid is far more efficient. While classes force you to sacrifice flexibility, it means you can better ensure that the remaining selections are more evenly attractive and playable.

      Ultimately the line between class-based and class-less is a continuum, one of many. Few games exist perfectly at either end. There is no single answer for all games, tabletop or online. Game designers should reconsider the issue with each new game.

  4. Simplicity always wins... by Manip · · Score: 4, Interesting

    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?

    1. Re:Simplicity always wins... by sammy+baby · · Score: 4, Insightful
      If I want to play a Wizard that has a morbid aversion to fire, but all the "good" Wizard spells are fire-based...


      Be honest. How much are you really depending on playing, say, a Wizard with that personality trait?

      This is a discussion that gets brought up repeatedly in the pen/paper RPG discussions I've been party to. In lots of RPGs (the MMO kind included), the "roleplaying" takes a backseat to the dungeon crawling / killing the Trogdors in the Highlands without getting burninated, et cetera stuff. Except that it seems worse in the MMOs - the roleplaying is all of the "let's pretend my guy is beating this troll with a +7 Morning Star of Ouchiness." Click click click. "Ha! He's dead. Loot! pwned! BRB, gotta pee."

      The only games I've played where people are actually interested in stuff like that are the pen & paper games, where occasionally (not always) people are willing to stop min/maxing enough to play things like, "One of the local wood sprites has decided to start waging a practical joke war on your character."

      I'm rambling at this point, but here's what I'm getting at: once you decide that you actually want to play something like "My wizard has an aversion to fire," it helps to have the attitude that maybe killing the monsters isn't such a big deal. Maybe it's more fun to, you know, actually play a role, as opposed to getting irritated because you can't get that "generic smiting enemy spell #43" in blue instead of red.
  5. Comparison by neonprimetime · · Score: 5, Insightful

    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.

  6. An issue for more than just MMOs by dorbabil · · Score: 5, Interesting

    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.

  7. Experiential vs. Formalized Knowledge by mhazen · · Score: 4, Interesting

    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!
  8. Further improvement to hybrids in GW by Morgaine · · Score: 5, Informative

    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