Slashdot Mirror


The Dilemma of Level vs. Skill In MMOs

Karen Hertzberg writes "Since MMORPGs became a mainstream medium, players have debated the two primary methods of advancement. Which is better? Is it the level-based system that is so dominant in today's MMORPGs, or the lesser-used skill-based system? This has been a strong subject of debate on many forums, blogs, and gaming sites for as long as the genre has existed. Ten Ton Hammer's Cody 'Micajah' Bye investigates the two concepts and gathers input from some of the brightest minds in the gaming industry about their thoughts on the two systems of advancement." Relatedly, I've seen a growing trend of players saying that such games don't really take much skill at all. The standard argument is that it just boils down to "knowing how to move" or "knowing when to hit your buttons." In the MMO community, people often make references to FPS or RTS games, saying they have a higher skill cap. However, the same complaints also come from within those communities, with comments like "you just need to know the map," or "it's all about a good build order." At what point does intimate knowledge of a game's mechanics make a player skilled?

2 of 463 comments (clear)

  1. Re:and baking is just knowing the recipe by furby076 · · Score: 5, Insightful

    If you are able to do something you have a skill in it. If you can pump gas into your car then you have a skill - pumping gas. Some skills are easier then others (pumping gas vs replacing your breaks). But everything that is not automatically done for you (e.g. your heart pumping) requires a skill.

    Now going a step beyond that there is a difference between a person who is skilled at something and a person who is skilled and innovative. A skilled player can go online and read/watch tutorials on how to beat the hardest monsters in a game and then execute those (we call that person a cook). They have a skill - they know the game, they know their characters and the know how to follow instructions. Just like the cook who knows their kitchen (the game setting), knows their tools (there characters), and knows their recipie (the tutorial). Great let them back us a cake. The skilled innovator is the person who goes into an unknown situation, say a boss that nobody has ever encountered, and figures out a way to beat it (we call that the master chef). They have a skill - they know the game, they know their character, and they know how to solve puzzles.

    I would rather be the skilled innovator but both types have skill.

    The original article is just a way for someone to get posted on /. :)

    --

    I do not support "The Man". I also do not support your irrational stupidity
  2. Re:Um, that's why they are games, not sports by Austerity+Empowers · · Score: 5, Insightful

    I disagree, there IS "skill". It's probably not a useful quantity outside of the game, and unlike some athletic events there is probably a point at which you cannot be more skilled than another person, but there is a huge gap between some players in ability, you can call that skill. Also hardware, latency, etc. also can blur the line between skill and wealth. The problem with this topic is what "skill" means to various people.

    The latest trends in MMOGs (which WoW still seems to want to be the frontrunner) is mashing keys fast. The entire design of the latest expansion is the concept of "rotations", be it dps, healing (previously a relatively cerebral job) and tanking. On one hand they've added an element requiring players to mash buttons faster and more accurately (throwing in some proc effects that require you to adapt your rotation periodically). On the other hand they've almost entirely eliminated strategy and situational awareness. But yeah, it plays a lot more like an FPS and there is "skill" in mashing your buttons fast, clicking fast and turning fast.

    Then there's FPS skill, which has traditionally been being prepared, fast and accurate, usually in that order.

    Skill is increasingly being defined, across genre's in a one size fits all way: a) competitive player versus player, b) a measure of reaction time and ability to manipulate the UI/interface well, c) familiarity with the content (and practice within it) and to a somewhat lesser extent d) familiarity with the boundaries of the simulator in question (not exploits, just how far the rules bend).

    Other things that skill could be, and in some genre's should be: a) adaptability to dynamic, unknown situations, b) coordination across groups of people, c) preparation for encounters for which a few datapoints are known, d) how to combine/synergize abilities across classes, and how to make trade-offs as a unit, etc. I play MMOGs primarily for this concept of "skill", although it's been in serious decline.

    So I guess I want to undermine the entire thesis of the article. People bitch about "level systems" versus "skill" systems, but often because they aren't playing the same game. Levels in MMOGs are supposed to be about lumping people into similar categories of character ability level, gear and progression, at least in theory. The idea behind levels is a social tool from game designers that helps people identify others with similar interests, to get together and collectively tackle content that is otherwise too difficult for them singly. This is also, not coincidentally, the idea behind the class system! You know for a balanced group you need some tanking, some healing, some slowing (in EQ) and a mix of damage (melee and magic, usually). The class system worked well for helping people identify what element they needed to round out the group, and provided enough class differentiation to make it interesting. This works well in traditional MMOGs where the game is primarily PVE, and where game designers go out of their way to use levels appropriately and define classes well. WoW blurs this a lot, and IMO, screws up the game a lot. In any event, in context of MMOGs, levels != skill. You can have one without the other, and it's absolutely OK.

    On the flip side, in an FPS where you are primarily engaged in PVP, it makes a lot less sense to rank people by arbitrary factors such as level (i.e. time spent killing monsters, content completed, etc.) and more sense to lump them into categories that allow like people to interact with like people. A tournament system works here. Of course not all contestants are in the same league as one another, some have better hardware, lower latency connections, more playtime, etc. You don't want people to feel completely outclassed. In boxing/wrestling/etc. you have the concept of "weight class". Perhaps grouping people with similar characteristics and ranking them within their class makes the most sense, providing a good level of adequate comparison of skill, bracketed within boundaries that seem rea