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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?

5 of 463 comments (clear)

  1. Both are bad. by Elwood+P+Dowd · · Score: 4, Interesting

    The problem with too many RPGs is that easy encounters are easy, and hard encounters are impossible until you level up, at which point they are easy. It FEELS like you are gaining skill at the game, which is enjoyable, but in fact your character is just tougher. You didn't learn shit.

    It makes sense for your character to change over time: that makes the game keep feeling new. But the best system of all is one where your new characteristics are a tradeoff, and every player's capabilities remain somewhat balanced. Success should be from solving a problem in novel ways, not grinding. Like TF2, StarCraft. It is of course very hard to build games like this.

    This has come up for me playing crap iPhone games. Since there isn't enough development time for them to put in real challenge, every goddamned thing has a level up mechanic. And certain things are just unbeatable until you level up, and then they are beatable through button mashing. It is lame as hell and apparently the customers don't care.

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    There are no trails. There are no trees out here.
  2. usage based by Tom · · Score: 4, Interesting

    One simple change could be to make progression depend on skill, not trivial success and grinding.

    Or, in simpler terms, something that every dofus could do should give no XP at all. And yes, that includes the death of a monster. Instead, why not give XP for successful attacks, combos, or whatever defines your class? Balancing would be a lot more difficult than the current "monster is worth 123 XP, share between party members" system, but it could be more fair and more rewarding, and eliminate grinding.

    What if combat would not give you XP for killing monsters, but for how well you fought? You get XP for every attack, depending on your skill of execution. Of course, that would require replacing the simple "click here for an attack, you'll automatically hit" system. But it would allow you to gain your XP slowly by very low XP per boring standard attack, or more rapidly if you know how to fight. Healers, mages, etc. would get XP for their successes, i.e. healing wounded party members, etc. - again, not on a flat system, healing someone who really needed it would give more XP than the standard "I'm throwing a group heal around, just in case anyone needs it".

    Absolutely non-trivial to implement and balance, so it's probably not the end of the idea. But it might be a start.

    Basically, imagine Oblivion where your athletics skill doesn't increase just because you bunny-hop through the world, but only if you actually use it for something useful.

    Reward not use, but useful use.

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    Assorted stuff I do sometimes: Lemuria.org
  3. Guild Wars by bhsx · · Score: 4, Interesting

    Once again I think this is an area where Guild Wars does well. There is a lvl20 cap on all players. The game mechanics become very important, it's all basically rock, paper, scissors. Everything has a counter. It makes for a much "tighter" pvp game if that makes any sense. Basically all you have is what's on your bar, and it's only eight skills max, and in pvp you want one of those skills to be resurrection signet. It becomes a game of how much power you can pack into those by "chaining" them together. There's no changing armor in pvp, no potions or elixers to boost your health; those have to be fit into your skillbar as well. I think it's a fine balance that takes so much of the grind out of the game, at that point it's all up to how you like to play, and GW gives you tons of options there through different ways to pvp, pve, and in some circumstances pva(all).

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    put the what in the where?
  4. Re:and baking is just knowing the recipe by Maniacal · · Score: 5, Interesting

    My kid plays Runescape and anytime he as a quest (or whatever the hell it's called) to complete he pulls up walk-throughs on the web and follows them to get past it. Besides fighting other players or the standard NPC's he doesn't figure out anything on his own. It's very frustrating for me. I can't even watch him play. Hate to get all geezer here but when I was a kid playing Ultima IV for countless hours on my IBM PCjr I had to figure out all that stuff on my own. For me that was where all the fun was. I completed it, I figured it out, and I thought I was awesome because of it. I wouldn't get so nuts about him playing the way he does if I could just figure out what he's actually getting out of it. It's not just Runescape either. When he gets a new game he immediately pulls up some site that has the cheats. I don't mind cheats that give you cool skins or something that doesn't alter the difficulty of the game but he'll cheat for step 1. On top of that he's baffled that I won't use the cheats. Your cook vs. master chef analogy fits us perfectly except my cook thinks master chef's are dumb.

    This is offtopic but while I'm ranting about my kids game play I have to get something off my chest. When he and his friends get together and play they often like to play something called "Super Smash Brothers". For you guys as old as me out there, it's a fighting game with all the Nintendo characters as the fighters. When you play the game your damage is counted up as a percentage. Except, get this, wait for it...., you don't die at 100%. In fact there's no set limit you die at. The game just decides it's your time to die. Sometimes their damage is at 150% or higher. WTF is with that. I can't even be in the same room when they're playing that. I go friggin nuts. The game itself makes me nuts because of what I just described but the bulk of my frustration comes from him and his friends not recognizing and acknowledging that there is something screwy about it. They look at me like I'm nuts.

    Maybe I am nuts. Before you post a bunch of "lighten up psycho" messages know that I'm not this crazy controlling freak. I've just always been a gamer (not hardcore, just a gamer) and I always looked forward to sharing that with my kids. The way gaming has changed came as a surprise to me.

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    MG
  5. some advantages of class-based system by Khashishi · · Score: 4, Interesting

    The class-based system lets the developer balance whole sets of skills at once, which means that the advantages of one skill could be offset by the disadvantages of a lack of skill or even a penalty in a class. This means that not every skill has to be balanced relative to each other; only the classes themselves need to be balanced.

    Disadvantages include stuff like, inability to wield bladed weapons, or inability to wear armor, etc.

    Disadvantages are difficult to incorporate into a purely skill-based system because nobody is going to pick a disadvantage unless forced, and so the developer has to arbitrarily staple them onto a skill. Like, wielding weapons means you suck at casting spells, or wearing armor means you can't sneak around. Congratulations, you've just implemented classes in a skill-based system.

    It seems like most games these days are using primarily a class-based system with some "accessory" skills, which is essentially a class-based system with some extra flavor. It's because people haven't really figured out how to balance a purely skill-based system.