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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.' "

7 of 209 comments (clear)

  1. Classes? Who needs em! by chonglibloodsport · · Score: 5, Insightful

    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.

    1. Re:Classes? Who needs em! by ZombieWomble · · Score: 4, Insightful
      The idea that you can modify each skill "in a vacuum" is patently false - unless there is absolutely no potential overlap between skills (which would be a rather dull system), you will need to take into account what happens with a player with skills X and Y now picks up skill Z because of a change which is made.

      In reality, such a system seems like it would be massively harder to balance, since balancing a single skill against others is a meaningless task (wood-chopping is balanced perfectly against magery! Wait, what?). Instead balancing skill sets becomes the key challenge. And since the number of skillsets is vastly larger than the number of skills, it is also likely much larger than the number of classes in most MMOs, making this a very complex job indeed.

    2. Re:Classes? Who needs em! by argStyopa · · Score: 4, Insightful

      That would be conventional wisdom, but I had a very illustrative talk with Jack Emmert (creator of City of Heroes) before that game was released.
      Apparently well into beta they had followed that idea, that classes were bad and restrictive, and 'unrealistic'. Ironically, what they discovered (with a good, aggressive set of beta testers) is that within hours of releasing a newly-balanced client, the most intense theorycrafters would have parsed out the formulaic details (increasing skill x meant y more hp or z more dps) and posted this as a 'best spec' and (aside from some dissention between theorycrafters) the bulk of other players uninterested in crunching numbers would simply copycat those builds.

      So you ended up with a 'skill based, classless' game system, where ironically everyone was nearly identical in powers, skills, and capabilities. After butting heads against this trend for much (most?) of beta, it was a relatively late-design decision to go back to ground zero and implement a class-based structure, ironically to promote in-game diversity among players.

      I've thought about this for a LONG time, personally being a devotee of skill-based RPGs (Runequest, etc.) compared to level-based RPGs (D&D, etc.). It's really counterintuitive.

      What I've realized is that where the "that's unrealistic" criticism breaks down is the fundamentals: what's REALITY is that you DON'T get to choose ANYTHING fundamental about yourself, not really. You're born with a skin color, a set of genetics that predisposes you to a host of characteristics (appearance, height, build, even sexual orientation*), and you get to "play" real life with the good, mediocre, or shitty hand you're dealt. (I have gamer friends with severe birth defects that have said they would love to get a t-shirt saying "yeah, I'd reroll if I could, but for now I'm stuck with this character".) Sure, you can work out (+1 STR), get plastic surgery (+1 CHA), or sit at a computer all day (+1 INT, -1 CON, -1 STR, -1 CHA), but your life skills are really just tweaking the basics you started with.

      * I don't know whether the current politically correct thought is that it is or isn't genetically based, I don't really care, it's just another example of a possible predisposition.

      So my point is, the minute you allow the players free will in the creation of their toons, you've already sorely broken any connection with realism. Think about it in real life, if we had that capability we'd all probably be a monochromatic bland sea of beautiful, smart, strong, healthy people. too.

      Writing this, it's occurred to me the irony of the original D&D system - where you rolled 3d6 per stat in order, and 'lived with' the result of your rolls, meaning some characters were simply better than others - probably needed 'classes' the least, and would have worked with a skill-based system even better. But CRPGs and MMOs, which start out with a fundamental predisposition toward equivalence, it's almost inevitable that you have to channel the players early into very DISTINCT courses, lest they all choose the same 'best option' path identically.

      --
      -Styopa
  2. Re:Individual differences vs class balance by Fex303 · · Score: 4, Insightful

    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.

  3. Class balance masks a larger problem in MMOs by DrMrLordX · · Score: 5, Interesting

    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.

  4. Re:This may explain... by Jurily · · Score: 5, Insightful

    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...

  5. class balance is stupid by Lord+Bitman · · Score: 4, Interesting

    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