
The Whys of MMOG Archetypes 93
heartless_ writes "The decision to use an archetype class system in Vanguard : Saga of Heroes has been met with mixed feelings by the fanbase. Some like it; others dislike it, and still others just don't know what to think. Gamergod has a rundown on what's involved in an archetype system, as well as the pros and cons from both sides of the game's design." From the article: "The balancing of classes is simplified because the system introduces a distinct measurement for comparing classes within an archetype. For example, if the Cleric and the Shaman belong to the archetype whose primary role is to heal, the developers can use this to crunch the numbers and ensure both classes are equal in this ability."
It won't matter (Score:1, Insightful)
EverQuest 2 is just this way (Score:2, Interesting)
In actuality... There are clear choices as to which is best. Clerics have the best direct heals and
Re:EverQuest 2 is just this way (Score:2, Informative)
Ok, ok, yes, I am just saying this because I liked SB (I stand by my belief that it would have been one of the best MMOs ever if it could have gotten past the technical/lag issues). You could start out as one of 4 types (fighter, mage, rogue, or healer
Re:EverQuest 2 is just this way (Score:2)
Re:EverQuest 2 is just this way (Score:1)
Actually I think it's just the
Re:EverQuest 2 is just this way (Score:3, Informative)
Re:EverQuest 2 is just this way (Score:1)
Something to Note on Vangaurd (Score:2, Insightful)
Personally... (Score:5, Interesting)
Something whose mechanics are derived from Runequest, for example, where every time you try something, you MIGHT succeed and if you do (or even sometimes if you don't) you get better. There's no fixed/limited list of 'talents' available to anyone, although there are some special skills that you can't learn until you reach a certain level of expertise.
You know you're ready to move out of the newbie zone when the creatures you're fighting no longer pose a challenge and the rewards are uninteresting, not because all their names turn green or something.
You know you are a good wall-climber because you've scaled a number of dangerous precipices and survived, not because you're a level 12 rogue and you have the "climb walls" ability.
You know your "inflict agony" spell lasts about 15 seconds because that's what it's done the last five times you've cast it. There was that one creature on whom it only lasted 6 seconds, however....
You know that new sword you got is a sweet one either because you paid to have someone magically investigate it, or more frequently because you killed the last 5 nasties in a single swing, not because the "pluses" are better.
Where is a Darklands MMO?
* truth in commenting note: I don't think this would EVER exist commercially, because not enough people want something that hard. I do think it might be conceivable however to get a CURRENT class-based game to run a mod version where the numbers/details like this are not shown...even that alone would be interesting.
Re:Personally... (Score:1, Insightful)
Re:Personally... (Score:3, Informative)
Game designers know that even if they hide the numbers, the players will deduce them. They simply have too much vested interest to NOT know how a change in equipment or class or skill or... will impact their gameplay.
It's a nice idea, but unfortunately, something as easy as statistical sampling (trivial, with the help of computers) reveals all.
What I almost like better is the Zelda model. If I hit something with my sword, it g
Re:Personally... (Score:2, Informative)
I would like to point out a game called Planetside [planetside.com] which effectively does what you desc
Re:Personally... (Score:1)
Not only that but every single patch half the playerbase will be convinced that some of those invisible numbers have been changed (for the worse, of course) without them being told and raise a fuss that the developers (or PR folks) have to deal with.
Re:Personally... (Score:5, Interesting)
Re:Personally... (Score:5, Interesting)
However, I'd argue this is the "Alpha Centauri" effect.
One of the most successful games of all time was Civ, right?
Alpha Centauri, as the sequel to Civ II, should have been a huge hit. It was successful, but what was one of the main complaints? Expectations. See, in Civ, people understood (roughly) what happened when you invented Coinage or Religion. Certainly there were specific game effects/numbers, but in any case you knew "Coinage" probably wasn't going to make your armies tougher, and "religion" wasn't going to do much to protect from earthquakes, for example.
In AC, however, people were developing techs like "anti-physics probulator" or "neutronium psionic pleasure ray" and while you COULD drill down into the game and get the numbers, players were on a very basic level unhappy because they didn't instinctively KNOW what things did.
I'd argue the same for CoH. Is "stupendous blast" more or less damaging than "megaboom punch"?
The more I think about it, a game lacking in numbers can't really just be the same-old, same-old dressed in different clothing. It's got to progress differently, and present the information at LEAST as informatively as real life would.
So for example, Joe Warrior learns the basics of using a sword. He's killing rats left and right, and starting to fight tougher things. The next time he's in town, he's checking with the weapons master who surprises him by saying "you know, I think you're ready to learn some of the more advanced moves. Which would you like to focus on:
- powerful, smashing attacks
- nimble attacks at vital areas
- fighting more than one target at a time
But again, like real life, these aren't exclusive - if you're finding that the powerful, smashing attacks aren't working well against your opponents, go back and learn the others at a cost of time and $$. You'd only LOSE the power attacks skills as they atrophy if you don't use them regularly.
Think about grouping - instead of a metagamey "Let's go do the Instance of Death!" "OK, let's group" "Well, we're all 20th lvl, you're only 10th you'd get slaughtered, so you can't come." it might be more like "Let's do the Instance of Death!" "Think we're ready?" "Sure! Bill and I just killed a minotaur yesterday, and Glenda's fireballs have really been kicking butt." "Can I come? Yesterday I killed some bandits, and didn't have much trouble." "Much trouble?" "Yeah well I died once, but I got them all." "You mean the bandits north of town?" "Yep." "Look, if you had trouble with them, you probably shouldn't. I fought them a couple of weeks ago and they weren't much challenge for me, I think the Instance of Death is going to be quite a bit more difficult."
Which sounds more REAL?
I think it could be done, it would just take more careful planning and effort than most producers would be interested in putting in, when they could just go the well-worn "levels" route and not worry about that part of the game at all.
Re:Personally... (Score:1)
Neither. It is an IMAGINARY GAME. You're talking about a guy fighting rats with a sword...
If you don't want to have any number crunching in your games that's fine, but get off the realism bit.
Re: (Score:2)
Re:Personally... (Score:2)
"stupendous blast" more or less damaging than "megaboom punch"?
You're Amazing Blast is higher than your "Remarkable Punch", by two steps.
Numbers without numbers.
Re:Personally... (Score:2)
Re:Personally... (Score:2)
Actually, I've thought about the same thing myself. I've been playing Red Ochestra Mod [redorchestragame.com] for UT2k3 which doesn't show health, amount of bullets, or stamina. Everything is given through cues like heavy breathing if you are tired and "clip is heavy" or light if you yank out your clip to check your ammo.
Then I thought to myself, why don't they apply this to MMOGs. Seriously, levels, hp, mp and all the other numerical stats make the g
Re:Personally... (Score:3, Insightful)
Both games took place in roughly the same setting, but I gotta say, the roleplaying that went on in DR was unlike anything I've ever experienced. Its funny because people could get a general feel for the quality of weapons, ar
Ultima Online had this... (Score:2)
Re:Personally... (Score:2)
That was the intent of the designers of City of Heroes, but if you look at how the community has developed you'll quickly see that we [when I still played] picked the game apart and discovered how the mechanics worked. We even created 'hero creators' that allowed us to pre-build heroes with the best possible combination of stats.
Games use mechanics, and hiding them from people doesn't make the go away or make them better. It
Re:Personally... (Score:2)
Yes! Less stat whoring and more emphasis on exploration, social networking, and perhaps even some role-playing.
I don't think it would be commercially viable on the scale of EQ, DAoC, or WoW, but I think (well, hope) that the day is near when we will begin to see smaller-scale niche MMOGs entering the market. The interest is definitely there; we're just missing the development tools.
OSS may provide the solution. I drea
Re:Personally... (Score:2)
I'd like to believe it's because of the quality with which they implemented things, and not the ideas themselves, but WoW took everything that I considered poison and made a great game out of it.
There are no choices in WoW. It's an RPG on rails, but it's hugely popular, (and I admit, I think it's
Try an old scool MUD (Score:3, Insightful)
Genesis, The Original LP MUD
http://genesis.tekno.chalmers.se/ [chalmers.se]
Regards
Re:Personally... (Score:2)
Big Kludge (Score:2)
This would end up being a total kludge. If you do it live (I.E. the game is developed in this manner while people are playing) then you will have a lot of people who developed some unique characters get royally screwed when it starts becoming more archetype centered and their character doesn't really fit an archetype. If you do this preproduction, then players are saddled by the limitations of both types of systems.
Re:Big Kludge (Score:1)
Re:Big Kludge (Score:2)
I like the idea of Vanguard's class system, a lot, because I know right from the start that I can be a paladin and be as good of a tank as a warrior. That's how they are designing it.
Unlike in say, World of Warcraft, where the developers before release claimed that there would be "more than one class to fill every role", and that the paladin would be "a tank overall", but they still ended up with a class that they intentionally don't want to tank at end-game except in a few limited circumstanc
Open systems reveal the holes much faster (Score:3, Insightful)
There are other games with some openeness to character development but the end result is usually the same. Over time the players learn what skills actually are worth it and those are the only ones the players have. Throw PvP into the mix and you will see less deviation.
Having a defined role also helps players identify easier with their characters. They can learn their place fairly easily with the help of other more experience players. It also makes fighting MOBs in the game easier as you can generally know what to expect of your opponent.
Which is more fun? Really it depends on the game.
Re:Open systems reveal the holes much faster (Score:2)
That was so true in the day. Eventually, UO got it so that you had to specialize to do one thing really good or the other which lead to macers, fencers, and pure mages (the earlier templates usually involved people with halberds going cor por with ebolts all the time).
Even then since you had about 700 points to work with you could become a GM Tailor, Carpenter, Blacksmith but you weren't going to also be an exp
Re:Open systems reveal the holes much faster (Score:2)
To cast spells, you must have one hand free.
To cast more interesting spells, you must have both hands free.
To cast the best spells, you must have both hands free, and wear a robe for easy access to spell components.
To be able to backstab, you must wear light armor, or you'll either be too slow, or the monster will notice you. Also, you must use a dagger.
To be able to take lots o
Therefore.... (Score:4, Insightful)
Re:Therefore.... (Score:1)
What if I want to play a jack-of-all-trades? Someone who can fight and heal (but not as good as a specialist)? Or, suppose it's not just a hack&slash game but a real RPG, and I don't want to fight or heal at all, but be good something totally different?
Re:Asheron's Call (Score:1)
I liked that it is one of the few games where you can make a caster that uses a weapon as well, it just means giving up some defensive ability usually.
Archtypes are stupid.... or at least redundant. (Score:5, Interesting)
Lazy game designers simply update the last successful thing they find... and that's D&D. Now go back and think about why D&D used classes? Because it was basically a minitures system where all the pieces belonged to classes. Spearman, archers, horsemen... all classes.
Break Free!
Archtypes are boring, stiffling the one thing that MMOGs having going for them which is the ability to make a character that stands out from the crowd. They force players into cliques and alienate others ("sorry we already have a tank")...
How about a system that mimics the real world a little more? How about making your character good at what ever he does... if he goes around swinging a sword... make him a good swordsman. If he tries to cast spells, make him a spellcaster. If he wants to do both, let him, but don't let him be quite as good as someone dedicated to one thing.
I can't wait until MMOGs get what people want:
1. Persistance (When I change the world, the world stays changed)
2. Personality (My character is unique)
3. Psychology (My character isn't insane and won't do stupid things like attack randomly anyone they come across... unless he's psychotic. But that's all done by the character.)
Message me if you want me to explain this further, particularly if you want me to consult on your next game.
Re:Archtypes are stupid.... or at least redundant. (Score:2)
In the last version I played, you didnot really pick a character type so much as learn various abilities which in turn made learning other abilities in that school easier. So, as a caster type I could lear n healing spells and offensive spells, but if I did not specialise in healing or offense, I would not be very good at either.
But I hear what you are saying, though it would be a te
Re:Archtypes are stupid.... or at least redundant. (Score:2)
The problem with SWG was that sadly there wasn't enough variety to game content so it all boiled down to people picking two or three hybr
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Exactly right. Classes exist so that Game Designers can at least *try* to
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Content should be player created. No one wants to save the same princess everyone else has saved. Create a dynamic content system driven by player action and interaction and you don't need to balance anything. When you run into something you can't take on, you'll know it and run... just like you should.
And
Re:Archtypes are stupid.... or at least redundant. (Score:2)
It is an interesting model for game companies to look at. I was never into Diablo but I'm told that it used some on the fly content creation.
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Re:Archtypes are stupid.... or at least redundant. (Score:2)
This give players very interesting control over their own stories and involves other players in the game, while keeping th
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Open-ended skills system - Something Ultima Online had, but it quickly turned into a tank mage-fest (plate wearing magician).
Perma-death - As someone has already mentioned, what if your network gets disconnected in the middle of a fight? Doesn't seem fair for your character to permamently die because of that. Also, if you want to add in real PvP with perma-death, all it takes is one asshole to ru
Re:Archtypes are stupid.... or at least redundant. (Score:3, Insightful)
Actually what I'm talking about is restricting what the character can do, not what the player can do.
For example, in the social scheme I'm suggesting, there are six levels of social contact. In the first, instead of names you see decriptions of people above their heads in grey. These are people you do not know. You can't attack them unless they attack you first (there are exceptions... but they are to
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Is it realistic? Sure is,
Re:Archtypes are stupid.... or at least redundant. (Score:2)
On the subject of Permadeath.... (Score:1)
Re:Archtypes are stupid.... or at least redundant. (Score:2, Interesting)
In the role-playing version of GURPS, your skills and abilities were chosen from virtually anything you wanted to do. Want to be an axe-wielding, ambidextrous, spell-casting, gun-toting psycho who is afraid of caterpillars and can't wear any armor heavier than a thick blanket? Sure thing. Now just try to pigeonhole that character into a class stereotype. You really can't, and that's why GURPS was so generic.
You were allowed to create charact
Re:Archtypes are stupid.... or at least redundant. (Score:1)
Re:Archtypes are stupid.... or at least redundant. (Score:2)
In my ideal MMOG, you would start with skills based on your characters history, which would be created in a system similar to (blanking on the name of the game...) where you roll up your history and that gets you started. It also would give you ties into existing characters.
I've created a very in
Re:Archtypes are stupid.... or at least redundant. (Score:1)
that's why GURPS was so generic
Was? It still is. More so than it used to be, in fact. The 3rd edition tended to encourage jack-of-all-trade characters with good DX and IQ, and lots of skills with only a few points. The 4th edition has more expensive DX and IQ, while it's cheaper to have high skills, making specialisation (as well as ST and HT) more attractive. They also cleaned up the ads/disads system. Looks much better now.
Steve Jackson is in the process of creating his own MMO based on GURPS. May
Re:Archtypes are stupid.... or at least redundant. (Score:1)
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Well designed systems don't fall prey to this. Instead there's a rock/paper/scissors nature to them where you can't be optimum for all situations. Also, as you noted, you need a way to limit players from all possible combinations while not sucumbing to character classes... but this is trivial. Assume skills A, B and C are the "best" combination. You would assume that these wou
Re:Archtypes are stupid.... or at least redundant. (Score:3, Interesting)
Conan wore armor and was, in fact, both intelligent and patient. Read Howard's books, don't think that the movies had anything to do with Conan.
Then again, Conan was a Barbarian/Rogue, not pure Barbarian.
Re:Archtypes are stupid.... or at least redundant. (Score:2)
Now balance every combination to make sure the backstabbing hypnotist isn't significantly more powerful than the chain wearing fire caster.
If you don't balance you end u
Re:Archtypes are stupid.... or at least redundant. (Score:1)
Re:Archtypes are stupid.... or at least redundant. (Score:2)
There was actually quite a bit of variety in even just the first few retail online RPGs in the mid to late 1990's. Ultima Onl
Re:Archtypes are stupid.... or at least redundant. (Score:2)
I disagree with this statement. Most of these games, as you point out, are just iterations of the P&P versions of games that already existed. These gave birth to MUDs and MOOs. I know the whole history.
Character classes aren't all bad. They get you into character quickly and are easy to understand. But that doesn't directly translate into people's money. People play what their friends are
Base classes and hybrids (Score:2, Interesting)
- healing damage
- preventing damage to others
- preventing damage to self
- doing damage (melee, magical, single or multi-target)
- enhancing others' abilities to do something
- overcoming obstacles (utility)
(and more)
The problem with early MMOGs is that they assigned classes directly tied to the most important roles, so that *one* class fulfilled each primary role. Thus, other classes were secondary.
The archetype system amends this so
Re:Base classes and hybrids (Score:2)
Makes it Easier to Group (Score:1, Redundant)
The problem, of course, is when you have classes that are neither one type nor another. The Friar, for example, in Dark Age of Camelot: "I can heal, but not as well as a cleric, and I can fight
Re:Makes it Easier to Group (Score:3, Interesting)
DAoC had a kind of worst-of-all-worlds approach to characters. They had character classes with 'specializations' within the character classes. The problem was, most character classes had one specizlization that worked fairly well for that type, and two specializations that would leave you, often, with a royally gimp character. They gave you a lim
after reading.... (Score:2, Insightful)
Neither Class/Classless System Is The Best (Score:2)
So what about Classless systesm? A classic example of a Classless setup is something like Final Fantasy 7. No one is a fighter. No on
Re:Neither Class/Classless System Is The Best (Score:2)
Re:Neither Class/Classless System Is The Best (Score:1)
Ofcourse IMO the EQ-style MMORPGs have as little to do with real RPGs as a game like Nethack. Give me some intrigue, improvisation and deep roleplay instead. (Alas! Co
Specialization drives the "MM" in MMOG (Score:2)
Then, to field a complete team, people need to be able to identify the positions each player will fulfill. If there is no easy way to classify a player, it is difficult to know where their position should be.
This is no different from any activity that requires cooperati
Re:Specialization drives the "MM" in MMOG (Score:2)
A druid could main tank, main heal, or dps in dire maul in world of warcraft. Yet they could never get through the whole instance alone. People would have to team up just to overcome whatever monsters they are encountering at some point.
Strange viewpoints in TFA (Score:2)
Priests in WoW used one build if they soloed to 60, and a 2nd build is they were grouping. O
Re:Strange viewpoints in TFA (Score:1)
Communication (Score:3, Funny)
Archetypes also make communicating the primary role of the class to other players easier.
When your group is a warrior, archer, and thief, you know you'd be stronger with a priest, witch doctor, or physician.
When your group is Bob, Ted, and Alice, you're not sure if you be better with Charlie or Frank.
You could figure it out, and some of the play might be in figuring, but generally players don't want to spend their time that way.
"40 Healer LFG" is already more than most seem willing to type.
-- Should you believe authority without question?
"Whys" is not a word (Score:2)
Re:"Whys" is not a word (Score:1)
Re:"Whys" is not a word (Score:2)
I hereby reject "whys" from my personal vocabulary now and forever.
Alternitive? (Score:1)
Re:Alternitive? (Score:1)
Re:Alternitive? (Score:1)
So... (Score:2)
Remind me not to sign up for this one!
Games need to be complex and unbalanced in all sorts of different areas. The difference between one class and another class, and all the varied strengths and weaknesses are what defines the RPG genre. They need to be unbalanced because that way you can, as a player, feel good about your strengths in the areas that you're strongest in. We