The Challenges of Class Balance In MMOGs
Karen Hertzberg writes "Balancing classes in MMOGs may be one of the most daunting challenges of the industry. Few games are immune, and no game has ever claimed complete, perfect balance. So how does a developing company deal with the ever-impending demand to keep their games fair in both PvE and PvP environments? Ten Ton Hammer spoke with four industry professionals about the issue in an effort to glean some answers. Age of Conan's Craig Morrison said, 'It is part science and part intuition and experience, I think. We do, of course, have all the ... "spreadsheet" work in the back-end and development tools that calculate as many of the parameters as possible. On top of that, though, you then have the knowledge and skill of the designers involved. Working with a system, you have the general overview of how things interact and how players tend to behave in your game. Sometimes nothing beats spending time in the game itself and actually seeing how the players have been using the skills and abilities you have provided for them. Players are nothing if not inventive, and they never cease to surprise designers with their ingenuity, so it is vital that the designers are also watching and learning themselves.' "
I don't see why we have to have classes in an MMO. I much prefer the Ultima Online system of choosing your own skills and in effect, creating your own "class". This type of system is far easier to balance since you can modify each skill "in a vacuum" without upsetting anything else.
That, and the very old idea of the holy trinity (healer, tank, damage-per-second) needs to die, it is sucking all of the creativity out of game design. Real people are not specialists, they are capable of learning many different things.
Rock/paper/scissors, anyone?
The requirement to have a range of significantly distinct classes in raids, with their own strengths and weaknesses, opens up the possibility of having a rock/paper/scissors arrangement of class superiority in PvP. I'm amazed it wasn't implemented in the first place - it makes much more sense than trying to balance all classes to have the same chance in any given duel.
That way, a player of greater skill will not necessarily beat a player of lower skill if they are "out-classed", as it were. It means that players have to pick their fights wisely, be more opportunistic, be more alert, and maybe go around in pairs or impromptu groups to increase their chance of survival. That would greatly enhance the experience, in my opinion - it would prevent the loss of that feeling of threat and danger when you hit the level/gear cap, and would enhance the in-group/out-group, us & them relationship between the two factions as a result.
Meta will eat itself
You're talking about meta-gaming though - power playing, min/maxing, essentially finding and exploiting all the weak-points of the system.
That's what you enjoy; fine. However, there are many players out there who just want to build a character that they like, for whatever reason, and to enjoy the game as it was intended - a massively interactive RPG. They're in it for the experience, not for out & out victory.
The term "balance" is about balancing classes, not players. If everybody had your perspective, then everybody would play Death Knights or Paladins or whichever class is currently considered slightly overpowered, and it would be a very boring world indeed. It's important that the game mechanics allow for variety of play, or it gets very stale, very quickly. Class balancing is a crucial part of that.
Meta will eat itself
Unless you have your class one hundred percent nailed, the differences are cancelled out by differences in individual skill, approach and work-ethic in most games.
It sounds like you're saying that class balance doesn't matter. The situation you're describing only happens if the classes are balanced.
If classes aren't balanced, then one class will almost always beat another in a fight, no matter how good or bad the classes are. Differences in skill determining outcomes is a sign that the game is balanced.
The complex metagames that spring up around MMOs are very difficult to keep on track, but at least game designers can change things. If you want to see a metagame that can be completely broken, look at a collectible card game like Magic. Once the cards are out, you can't change them, and so some horribly broken decks can dominate the metagame.
The problem with balancing classes is that all classes are essentially expected to fulfill the same basic role - namely, that they are adventurers (well, in sword&sorcery/fantasy MMOs) out to kill monsters for xp/lewt. Can you please explain to me how a wizard's training would be furthered by killing hordes of monsters? Or a thief's? Or a cleric's? For some kind of a warrior or gladiator or what have you, I can see it making sense, at least to a point.
Sure, some MMOs feature class-specific advancement quests, but nobody's really tried taking an EQ clone with advancement radically different for different classes. Imagine being a wizard with four times the dps potential and more survivability than any melee class while being completely unable to advance by killing monsters or doing conventional errand-boy quests. You would think that everyone would want to be wizard on that basis alone, but the shake-out would be pretty fast when the wizard would have no "noob zone" or "bat yard" in which to squish little monsters and do pointless little n00b quests because, to get to level 2, they'd have to find some rare reagents and solve a complex puzzle. Combat with creatures might be an occasional nuisance and little more. If some sword n' board type wanted the wizard in his party, he'd have to give the wizard a damn good reason, such as serving as a meat shield for the wizard while in pursuit of said rare reagents, making for a party that might resemble one from real fantasy literature rather than from a standard MMO. The fighter might complain as the wizard out-dpsed him like mad for awhile until after the adventure was over, whereupon the fighter might realize that he just gained two levels whacking all the monsters the poor wizard had to wade through to get to the ancient ruins where his rare reagents were supposed to be, only for the poor wizard to miss one reagent or screw up the puzzle and not advance at all. Wah wahhh.
Actually, Blizzard has it bad. They have to balance for: 1v1, arenas, battlegounds, and to top it all off, raids. That's four very different requirements. Considering most classes have multiple roles and styles to begin with, the whole thing smells like spaghetti code: change one thing, and you have to change five others as well, which trigger more changes.
Now, add in the players, who will always feel their class is underpowered, and every single change you make to their character will get you flamed, even from those whose particular build is way stronger than it should be according to 90% of the other players.
Anyone still feel like tackling the problem? The players will also need gear...
And why should Shamans tank? Granted, I don't know a whole lot about Shamans but they aren't plate users so why would they be deserving of an overhaul that lets them tank as well as the proper tanking classes?
The way I wish the classes were built is the way pokemon balance is built.
..and so on. I don't know how well balanced those games are nor do I know the full details of the "classes" but the type of balance the devs tried to achieve is much more fun than that of WoW.
Water > Fire > Grass > Electric > Water
In WoW, Rogues should be able to open a can of whoop-ass on clothies (Mages, Warlocks, Priests). After all, cloth is generally poor protection against a dagger to the kidneys. At the same time, they should fear plate users as their daggers would realistically go "PLINK" off of the armor of a Warrior or a Death Knight. Because of the clothie's non-existant armor they should have vastly superior damage output, unlike WoW where a tank-spec Warrior can take the beating of a lifetime AND do damage comparable to typical dps classes.
While I applaud Blizzards apparent goal of giving every damn class a fair chance against any other class, I think it kind of ruins a bit of the pvp fun. If this was real world (yes, stupid comparison I know), a Warrior wearing all plate and carrying a huge freaggin' sword would make minced meat of a Rogue wearing leather no matter how sneaky he was. Just like a Rogue sneaking up behind a Warlock/Mage/Priest would mean the end of the targeted clothie. Subsequently, since the Warrior doesn't have the sneaking ability of the Rogue, the clothie would see him coming and have a chance of blasting him with crazy damage. A very simplified example that doesn't take into account healers, hybrids or different builds but it shows the general idea: Mage
Demonology Warlock == Beast Mastery Hunter, send in the pet, do ranged damage.
Destruction Warlock == Mage == Elemental Shaman, fire away with spells, run away.
Protection Warrior == Frost Death Knight == Protection Paladin == Feral Druid, are all viable tanks and at least Warrior, DK and Pala put out an astounding damage while tanking.
There is no class distinction. All the classes have different builds but generally you are either a Healer, a ranged DPS or a tank (who does as much damage as the damage guys) and nearly all classes can fill at least 2 roles.
Stupid =/
The idea of "Why should I bother being a monk, when a soldier can blow up mountains by sneezing?" being a bad thing is utterly stupid. If you want to blow up mountains by sneezing, you won't be a monk. If you don't want to, you'll be a monk. If you don't want to, and still want a sword, you'll play a different game.
It all comes down to the stupid enshrinement of a statistic: People want it so that "when these two numbers are near eachother, they should be able to do similar things", ie: a "level 80 shit-stormer" should be able to contribute as much to defeating a Monstrous Foo as a "level 80 shit-shoveler". This is ridiculous, and helps no one. Some things are more effective than other things, no matter how experienced you are with either of them. Some people want to run around pretending to be gods all day long, other people don't, and both of those styles of play are cast aside in game developers' endless quest to make everyone feel "just a little better than mediocre" at all times.
-- 'The' Lord and Master Bitman On High, Master Of All
And that's just boring. I don't want my micro-management skill to determine the outcome of a fight, I want my strategic skill to do so.
That means I want the skill I put into building and setting up the character determine the outcome.
MTG is arguably the only game with an interesting metagame.
Yes, there is a lot of creativity and players come up with smart combinations that are very effective against certain other decks, but that's kind of the point. If you're a serious player, you're supposed to keep yourself updated about that and construct your deck to face known strong decks accordingly. That's what makes the whole thing so interesting.
The thing is, there are so many cards, effects, and ways of playing that there is never a single deck at the top. At worse, all major decks contain the overpowered card, but that's not a problem.