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> Classes for sale, inquire within!
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Post Aug 8 2007, 01:59 AM
It has been entirely too long since my last blog post. Vamyen and I have been doing a LOT of research on game design as we try to (finally) get a true, real design done for PW. In my research, I have been frequenting Gamedev.net more than in the past. I am even making appearances in the Game Design forum *gasp*. Okay, so I like to rant every once in a while. Well, tonight was no exception. The topic was Levels v. Skills. There has been quite a debate going on about this for some time (not just on gamedev, as you will see). I felt it was my turn to throw out some of my psych-babble analysis and predictions on the MMO industry.

Here is the quote:
QUOTE
This is another thread I've been eyeing. First off, I want to start out with some light reading. Opinions are great and all, but enlightenment can be found only through research and study, not one's own backside (I include myself in that comment).

"Classes (plus, If Quoting History, You Should Know It)" Damion Schubert (Ubiq)'s blog post regarding Class v. Skill - He starts the following blog responses
"Ubiq's a Classy Guy" - blog by Lum
"Stay Classy" - blog by Jason Pace
"Class Systems suck, Skill Systems Swallow" - blog by Ryan Shwayder (Blackguard)
"MMORPG Classes" blog by Steve (Sierra Kilo)
"Like School in the Summertime" - blog by Steve Danuser (Moorgard)
"Do Classes Suck?" - by Raph Koster
IMGDC Class vs. Skill Debate - Follow-up after a roundtable discussion
"Social/Political based MMO vs 'level' based? (Academic)" Thread here started by Talroth


Preface: I am going to assume that everyone is okay with me calling "Levels" a "class" system. For the most part, those go hand in hand, but not always. So, if you have an issue with that, state so in your comment so we can follow you.

This thread is rehashing the discussions that have already taken place. So where do we stand? I will state up front that I am a Skill-based proponent. It has been summed up nicely for us. Classes are easier to balance, easier to design, and just easier to get out the door. It has been mentioned that budget constraints are a reason why some designers shy away from a skill-based system. So, why is it that the topic still rages? I think it is because there is still a large portion of the gaming world that is looking for such a game. The topic keeps coming back because they have not been satiated since the days of UO (in my case).

We are now thick in an MMO market that caters to babies. That's right, you heard me. Obese, spoiled Dudley Dursley's. And what are the game designers/developers doing for them? They are giving them more cake...they are making it worse. WoW is a prime example. Give the players what they want now, without any thought of what sort of players they will become. Why does this matter? Becuase it effects the games we design tomorrow (or the ones we are designing now, for tomorrow). Players now have high expectations for their product. If it does not meet them, they don't just stop playing quietly, they go out in a blaze of glory. They flame the forums, they post on slashdot, they make their voice heard, to the detriment of the game they left. Essentially, they throw a tantrum.

So why am I mentioning this here in this thread? I am because that is what is going to make it hard for a game to deviate onto a path that only some want. Thanks to WoW (and others), we are now consigned to a niche market. Gone are the days where the true role player could bask in the glory of any MMO. We could pick any one of them and find something we liked. They were made for RPG players. MMO's are no longer made for us, they are made for the madden-playing, halo-playing, football watching mainstream. When the heck did that happen? Have you seen the debates on ESPN? Fantasy Football is what MMO's are becoming. There is money to be had, and designers who want it.

Okay, so I am getting a little sidetracked here, but I think it will all come back together in the end (I hope). My point is, I do not want a game like that! I want my nice skill-based game. I want to be able to do whatever I want in a nice virtual world that doesn't have these "others." Is this now even possible? I really doubt it. So, in this sad state, what is there left to do? Design and make one myself. Hopefully a niche market can reform and get enough attention to remind those who have lost site of what MMO's are supposed to be. They aren't fantasy leagues! They are places where we can act heroic and become the heroes we want to be. Who wants to farm gold? Argh!

So, we come back to Class(level) v. Skill. What does this have to do with the price of rice in China? This is where we draw the line in the sand and say enough. Enough cookie-cutters. I do not want to be delegated. I do not believe in a destiny that has been chosen for my by someone who wants money. I want to carve out my own future. So, I continue to rant and rave, but where does that get us? I'll make myself clear. I think a skill-based game can save the MMO industry from the Dudley's of the world. What is going to happen to this skill-based game? It is going to get trashed, griefed, picked on. It is going to suffer from what the industry has become. Then, it will press on, and in the ashes the phoenix will arise are bring forth a new generation in MMO design. Its a rebirth, an awakening.

Yes, this is all syrupy verbiage, but I think a sliver of truth lies within. I don't think a mainstream MMO is going to be able to pull this off. When there is money and publishers envolved, they are going to go in a predictable direction. It is left up to the indies, who are not tied to the puppet-master(s).

Specifically, I do not think a UO clone will do it. We (those who yearn for a skill-based game) have matured. The old isn't going to do it for us this time around. I think a hybrid system is what is going to take us to greener pastures. I am working on a skill-based design at the moment that has what I call "soft" classes. These are nothing chosen before you start. These are chosen only if a player wants to. They do not much more than give the player a title (like "warrior"), but the player can renounce his class at any time. This soft class will have some benefits, but only to those players who must have a class to find his place in the world. It will not give them any advantage over those players who wish to trek on without this distinction. The design is still raw, and is still on the chalkboard being worked on, but I hope its a step in the right direction.

I am glad to see that there are still so many who want to see a skill-based game out there. Indeed, it joys me to see so many of you (indies) working to create your own version of one. Hopefully (at least) one of us will be able stand as a beacon to those who are searching. May you fair well in your quest.
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> Comments for: Classes for sale, inquire within!
John
post Sep 19 2007, 04:45 PM
 


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I'm a little burnt right now so I'm not reading this as fully as I would have liked to before commenting. But, I do agree with a lot of the comments I can pick out. Excuse me if my views are slightly offtopic.

My conclusion has always been that games are effected by social power more than anything. This had lead to the ESPN type game designs we see everywhere. We don't have the most concientious or intelligent game industry, infact its a lot like a school playground, the cool kids always end up choosing or effecting the games that are played - they may be pushy or good at sweet talk, but they generally don't know much about games or only know the games they like, these people often don't represent the passionate players or they create the idealolgy that their game is for a higher cross section of the social system, the Jocks which attract a whole host of wannabe Jocks.

The very premise of what games are or should be has become a social impact crater, and everyone who tries to produce a real game gets caught up in the aftermath trying to retain the hype or cool factor that has become synonymous with success in the industry. Game systems are broad and open to allow maximum player compatibility, learning curves are short followed with long lengths of reptitious gameplay to close the gap between serious and casual players. Many game aspects are based on concepts designed to suit a global market, rather than to suit the game itself.

This confusion, the swirling mess of games and game concepts strewn around this social impact crater has made it impossible for designers to step far enough back to see clearly, to see without impeading social views about what a game 'needs' to be.

Technologically, we're at the point where skill based systems are no longer necessary, we're hitting the point where levels and skills arn't needed to represent the factors they once were. Like strength or ability. From the first time someone plays DnD and likes it, they dream of holding their sword or wand and waving it around and being the character they imagine, we're much closer to realising that imagination now and making it available to players than we were 10 years ago - so why do we need to 'represent' game aspects, character aspects etc just so that short sighted majority don't have to work to understand something new? Why can't our games mirror the reality we imagine and our own capabilities as much as they now can? Statistics were an evil necessity, levels, skills, exp, they were an obstacle to the clean RPG gameplay that was aimed for with the first Pen and Paper games. Now, thanks to technology we can remove the obstacle or make it transparent... and move RPGs back in the direction of their original intention, and away from the cheap thrills of grind and progress gameplay to social exploration and understanding, meaningful advancements and conquests, open and epic gameplay.
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