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Reader Comments (5)

Posted: May 24th 2008 9:34PM Rich said

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I am willing to bet there will be some sort of archetypes in CO.

The pen and paper game had them in a transparent way. Unlike CoH they weren't hard and fast types. They were more of way to help define group role. They had no effect on the game and were more akin to the power "special effects" found in the game. The special effects were just what the power looked like, fire, ice, water, nuclear, needles, etc were all special effect of the same game mechanic the Engery Blast.

There were:
Bricks, Projectors, Mentalists, Speeders, Martial Artists, flyers and Brawlers for example. Alot of characters were hybrids of these. Speeder/brick, brick/projector, martial artist/mentalist.

It will be interesting to see how they do it.
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Posted: May 25th 2008 7:40AM PlasticSpork said

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I agree: there will likely be some high level "types" in the game. If I recall correctly, City of Heroes had a similar development process, where originally they wanted no archetypes, but ended up going with them.

It'll be interesting to see what they might come up with. I suspect, though, that a class-less system would quickly turn into "here's the best build" cookie-cutter pattern.
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Posted: May 25th 2008 12:48PM Skruff said

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I think you'll see "best build" cookie cutters with or without archtypes. It's pretty much standard these days for players to quickly identify the strongest builds out there for whatever playstyle they want. Even if Champions Online manages to do away with the archtype model they used in COH/COV, I think we'll still see plenty "best build" tankers, healers, damage dealers, etc, even if they don't have a particular in-game label.
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Posted: May 27th 2008 3:22AM organiclockwork said

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Agreed, and that's no better than just having straight-up archetypes, in my opinion. So unless they find a way to prevent such cookie-cutter builds - which I can't think of - I'd say it's best to just stick with the tried-and-true archetypes. Even D&D had them. Rogue, Ranger, Paladin, all that jazz.
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Posted: May 27th 2008 9:09AM Verem01Avyn said

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Actually, CoH's original Concept was exactly this. You were supposedly able to Choose from a list of Powers as a Primary and then as a Secondary. The Secondary Power was to be significantly weaker then the Primary Powers. And Origin would have played a huge role in the number of powers and effectiveness of them. i.e. A Mutant could have up to 8 Powers, but they were significantly weaker to the Natural/Technology Origin that only had 2 Powers.

Cryptic scrapped this concept when they felt people would gimp them selves, by choosing two weak (sub-optimal) powers, while others would make the Tank-Mage.

Be interesting if they could pull this off.
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