Stay Classy

Over at the Zen of Design, a post has been made and hopefully a violent and bloody discussion will ensue. The post is about Classes in MMOs.

Somewhere around my room I’ve got a document I started about class design. See, I really hate the way many games implement classes. You make one choice, at creation, and you are stuck. A warrior is a warrior, a cleric is a cleric. You are what you are and so is everyone else. Basically, EverQuest. World of Warcraft managed to do one better and essentially each class is actually three classes since you can choose to focus your talent points in one of three trees. I like this flexibility, so much so that I play a shadow priest in WoW… that’s a priest who is okay at healing, but better at dealing damage. I love it.

Back to my document. The idea I had for class design involved giving the players more on an illusion of control. What you would do is group skills together into sets, or schools as I called them. All melee weapons would be in a melee combat school, wearing armor and armor types falls into the defence school, healing arts both magic and non-magic fall into a healing school, and so on. In the end I had 6 or 7 schools that covered most things. Then each player would choose the ranks of his schools. They could put defence first, and melee combat second… making them a warrior… putting healing third might make them a minor paladin type, if they went defence then healing and melee combat third that would be a major paladin, healing first then defence then melee makes them a cleric, healing/melee/defence makes them a healing monk, melee/healing/defence makes them a fighting monk… and so on, involving all the schools. At first glance this looks like a ridiculous amount of freedom for the players, but in reality it is a very finite number of “classes” and all balance can be approached from that angle. No need to worry about someone maxing healing and melee and defence and damage spell casting because its not possible, if fact the ranking can inherantly reduce the effectiveness of the skills in that school, and since everyone will have to place one school at the lowest rank it means that everybody will suck at something.

Essentially, all I’m really saying is… totally unrestricted skill systems are bad, and totally rigid class systems are bad. A good system is just floating somewhere in the middle, a nice balance between player freedom and developer control.

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