Revisiting the "Holy Trinity" of MMORPG Classes
A feature at Gamasutra examines one of the foundations of many MMORPGs — the idea that class roles within such a game fall into three basic categories: tank, healer, and damage dealer. The article evaluates the pros and cons of such an arrangement and takes a look at some alternatives.
"Eliminating specialized roles means that we do away with boxing a class into a single role. Without Tanks, each class would have features that would help them participate in and survive many different encounters like heavy armor, strong avoidance, or some class or magical abilities that allow them to disengage from direct combat. Without specialized DPS, all classes should be able to do damage in order to defeat enemies. Some classes might specialize in damage type, like area of effect (AoE) damage; others might be able to exploit enemy weaknesses, and some might just be good at swinging a sharpened bit of metal in the right direction at a rapid rate. This design isn't just about having each class able to fill any trinity role. MMO combat would feel more dynamic in this system. Every player would have to react to combat events and defend against attacks."
And my question is: why would you want to do such thing?
If you start with a system based on: Two sides dealing damage to an amount of health, the first to reach o health loses.
You'll reach the roles of:
Dealing the most damage, receiving the least damage, and avoiding reaching the 0.
If you want another set of classes, you'll have to change the system, not the allowed skills.
For example:
- Add one more number to push into the negatives (typically, armor and shield) and you'll have the posibility of creating a class that manipulates that other number (a shield healer of some sort) a class that damages said number (An EMP mage) and a class that endures more damage to said number (A shield...tank).
- Add positional advantage (complex to do in mmorpgs for lag reasons) and you'll have a class that restricts movement, one that gives positional advantage to teammates and one that uses more effectively positional advantage.
etc.
Offspec (Apologies for the rubbish link quality, but it gets the point across).
You can't make classes "jack of all trades." It doesn't work. Someone misses their cue to fire off a spell because they're in the middle of doing something else, and it's all gone to pot. This fictional game from Gamasutra would be great if many MMO gamers (that I've encountered) could keep track of more than one thing at a time. However, having seen healers run backwards into a new mob, tanks which run around between enemies trying to take aggro from other characters who don't need it, and damage dealers who have no concept of aggro mitigation, I'm susprised a lot of MMO players can cross the road without assistance.
Paraphrasing someone's very famous words: "If it ain't bust, don't fix it."
Finally had enough. Come see us over at https://soylentnews.org/
Rock.
Scissors.
Paper.
Call them by any other name, but thats how you get an ideal game balance.
Fighter, Mage, Archer
Human, Dwarf, Elf
Fire, Water, Air
There's a reason why this simple game is still around after possibly a few hundred years. And everyone knows some variant of it, (acid, well, hammer, chainsaw..... you name it) and also knows that they suck. messing up the balance.
bickerdyke
Pigeonhold the players into one of the 3 style is easy.
Letting the players to pick and choose from an array of strength / agility / defense for their own character would be a nighmare for those who program the game.
I always hated the leveling dynamic in rpg's and the idea that you had to be locked into one class. I'm not likely to have the time to play the game again and it would be fun to play different classes.
So, the Batman analogy. Sure, he's got his standard suit he runs around in. Lightweight for acrobatics, bulletproofing on the chest and weights in the cape so he can hit people but his main defense is not taking hits. But if he needs to tank up, he has heavier suits. His anti-superman suit was basically space marine power armor. He has bat spacesuits, bat diving suits, whatever. The point is, all he needs to do to change roles is change equipment. the trick is knowing what to bring.
Strangely enough, Armored Core got this idea right. You can build different mechs specialized for different roles. Some missions you need heavy firepower for crushing hard targets with bolts of energy with low fire rates, sometimes you need autocannons that spam out shells all over the place to hit fast-moving light targets. You equip to suit the mission.
I'd like to see an rpg take that line of reasoning. You need to do sneaking, you carry your light weapons and black tights. Scouting the woods? Longbow, shortsword, cloak. Have to wade into a big melee? Now you bring out the heavy armor.
But what ends up happening in the online games, and I'm sure the publishers don't mind, people will run several accounts specialized in different roles just to make progress. In EVE people will have industrial characters, pvp characters, miners, etc. And the best part is that if you find you have less time to play, you can't consolidate those characters. Bah. It's a cycle best to avoid by not playing.
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
It's funny; I played RPGs for a couple of decades or more, and until I got to MMO RPGs, had never really heard the terms tank and dps.
The reason that the MMO genre has devolved to these reductionist archetypes is because MMO gameplay is about one thing and one thing only: doing damage to kill monsters before they kill you. That's it. Pen and paper RPGs have many, many alternative ways to tell stories and player choices.
Few MMOs I've ever heard of offer anything in the way of goals that don't boil down to killing some stuff. Sure, you might be reuniting two warring factions...but never through discussion or negotiation, generally it's about rescuing someone from some monster/prison/boss or bringing them 10 worg hearts (involving killing many more than 10 worgs). Is there ever any possibility that you could sneak into the enemy fortress, steal the Big McGuffin, and get away WITHOUT killing anyone?
If your gameplay can be boiled down to a function including monster health, monster damage, player health, and player damage, you're going to get players naturally 'gaming' the characters to fit that function as efficiently as possible.
-Styopa
i just finished dragon age origins. again there was the stereotypical class definitions and mechanic that made little sense.
a 'tank' which is horribly strong enough to stop a dragon by holding a shield, but it suddenly became less effective when you gave him a huge 2 hander to swing around, despite all the strength (in practice) it should have because stopping anything with a shield requires huge strength.
arch demons, strong and smart enough to marshal entire armies stupidly attacking some party member designated as 'tank', and getting its ass spanked. 'threat' my ass.
the forced stupidity that says a ranged class, especially archer/ranger, should be less effective a damage dealer and should have pathetically low range to make melee classes viable. crossbows which were strong enough to punch full plate + chanmail sets of armor from close range to instantly kill knights does 'damage' to them instead. archers are able to only shoot effectively at 42 yards range. as if agincourt has never happened. the feeling of a real ranger/archer which lurks in a forest/area and snipes the enemy from afar without enemy ever being aware of him/her, is nowhere to be found in games, despite they were a common occurrence in real history and is a frequent occurrence in fantasy fiction.
insanely powerful, stupid mage class. press a button, and freeze 10 enemies to sleep or something. spells 'ignore' armor. the 'crowd control' stupidity, which has never existed in any real battle situation, hell even in no legend/lore the earth civilization has had up to this point, including the later fiction works, leave aside ancient legends. pitt a party of 4 against 10 enemies to create 'challenge', and then be obliged to put the stupid 'crowd control' concept into the game. if you were going to let me freeze 8 out of 10 enemies with 'crowd control' and deal with them one by one, why did you put 10 enemies to challenge me in the first place ...
weapon inconsistencies. the hilariously stupid 'dual wield' thing, which does more 'dps' than other weapons. dual wield ... something that has never been a reality or practicality in entire world history, even including the daggers 17th century musketeers used to wield in left hand for extra control and exploiting occasional openings in duels. go 1-2 centuries backwards, and you will find that lighter weapons which can be wielded in one hand couldnt do shit against heavy armor, and every knight either used swords +shield combo or heavy 2 hander mauls or maces to penetrate armor and negate it, if they were not mounted with a lance. yet, for some reason we have this 'damage' dealing dual wielding nonsense in every goddamn game.
stupid classes. a 'bard' class, that noone can say what it practically does. vague lines to distinguish it even the rogue set it is supposed to belong. 'sings and entrances enemies'. really ? i mean, really ? you sing, and you entrance a demon with your song and freeze it. but isnt that definition of some kind of magic ?
stealth nonsense. going invisible in broad daylight in open field and moving towards an enemy and 'ambushing' it. total hilarity. and that's despite the success Thief series had in gaming industry. they still didnt wake up to the fact that more realism means more excitement for the player.
no flexibility. you HAVE to have a tank, a healer, a controller and a damage dealer. the same old shit everywhere, every game. no variation. no room for an all melee warband or all archer bandit squad. you need to rinse and repeat the same ancient, derelict format in every game. no room for error too - you have to increase tank's defenses, resistances so that it will hold the insanely stupid archdemons, you have to get cc spells for your mage so that it will be able to negate 8 out of 10 enemies you are presented for 'challenge'.
and the 'dungeon' concept. it was fun back in 1980s, but its not fun anymore. fighting and killing 13182356216 random mobs and 2 mini bosses and a major boss at the end o
Read radical news here
Ahem.
http://tf2wiki.net/wiki/Medic
http://quakewarswiki.net/wiki/Medic
Plenty more where those came from...
So by "of course" you mean, "of course i don't really know anything about the subject, but I'm going to run my yapper anyways."
Oh right, slashdot...
Not the programmers. They work with their array of stats and thats all. Wizard and Tank are exactly the same code. The only differ in the parameters.
It's the job of the gamedesigners to decide, how much of those stats should be accessible to the player. It's like AD&D. and it's easy to become a jack-of-all-trades charackter, who is completly useless in a game. So thats what classes are for. They are predefined sets of stats. But predefined by the designers to simply work.
If the designers are lazy, they can offload the job of finding good stats combination onto the player. To one player thats a huge degree of freedom, to the other it's a chance to mess up and make the game unplayable.
bickerdyke
When I was a kid, we were so poor we only had rock and paper.
You are welcome on my lawn.
True. That's not the problem for the programmers.
But highly customizable characters are pain for story designers. In story player encounters the monsters with not some random stats - but the stats which reflect the role the monster plays in story.
Just recall the NWN1 where they had the magic button "Recommend". During character creation and level up screen, hitting "Recommend" was defaulting to properly leveled warrior and guaranteeing that player wouldn't hit an obstacle s/he can't overcome. Because playing custom character means that there might be monsters you can't defeat alone. And for some exotic classes there were even specialized modules, allowing you to play in full force, because default campaign was designed for a warrior. (Even playing as barbarian, due to its low persuasion, one would miss many interesting side quests.)
Essentially, exotic/custom classes increase game complexity on both sides. Making a campaign becomes more complicated as many classes has to be taken into account. Playing with a custom class requires quite a skill of knowing and expoloiting strengths and weaknesses - your own and monsters. That's not something average gamers might expect - many are way too used to bashing stuff with a sword or annihilating everything with a magic.
All hope abandon ye who enter here.
Wanna come play an MMO with me? I'm always the third guy from the right in the frontline shield phalanx. There was this one time, where i was sitting there, like usual, and this calvary got to close, and I was like *block* and I totally kept him from getting through the frontline.
It was awesome.
Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
> So thats what classes are for.
Classes are training wheels for both:
a) designers. They are a hack and a kludge because its is easier to "balance" 5 - 10 classes than 500 - 1000 skills.
b) players. People who don't want to spend the time or effort to specialize their character.
I hate the lack of flexibility when you are forced to pick only "class specific skills." It leads to a cookie-cutter approach.
WoW has regressed even further in that you aren't even allowed to pick where to distribute your stats when you level up.
Ultima and GURPs never had classes, and I am quite thankful that some RPGs just said "NO".