Welcome to this week's Global Chat! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat!
With so many high-profile games both in development and recently launched, the development process for MMOs both big and small is a popular topic of conversation among our readers here at Massively.
Follow along after the jump for a look at what a few of our most well-spoken readers had to say this week!
In this week's Free for All, Beau chatted with the creator of Golemizer, Dave Toulouse, who suggested that the expression "to support indie development" made indie game developers sound like charities -- he wanted gamers to support him because they like his games and because he's looking for a niche that isn't WoW: Indie Edition, not because he's indie. This prompted some thoughts on indie games from Massively reader Space Cobra:
"But ultimately, people do this. They support/play games they like or are shown. Actually, a few years ago, Hollywood wasn't getting enough profits and indie films were threatening them, so they started to emulate them. In recent years, this has been a wash, and Hollywood is back to its old tricks because of various reasons (I think they bought out many of the good Indie companies being one reason). Nothing wrong with WoW from time to time as there is nothing wrong with enjoying a mindless action film from time to time, but I don't think big innovation is going to come from bigger AAA titles with investors/venture capitalists attached. Small innovations, probably, and they may be fun, but something really experimental and totally different? Not likely. But really, even if a game is 'different' or innovative, in the game-world, they have to be fun and enjoyable. While we can point and admire many innovations of the past, that doesn't mean that they are fun and the masses would enjoy them. Sometimes even fans need to be 'Indie' in the way that they think and be open-minded. People also fall into norms that can be bad for them and don't try out anything new/different."
Our Daily Grind covering the MMO holy trinity had players rushing to give their thoughts on this long-running gaming staple, including Jondifool:
"What I see as the problems with the holy trinity (or any other fixed-role system): 1) It forces specific group compositions, which can exclude players; with the usual healer, tank, three DPS party, it means two friends who both play as healers or tanks cannot play together. 2) It's a barrier to dungeon-scaling. If the content is based on the existence of the holy trinity, any group size other than multiples of the basic 'cell' become problematic. How to tune a 2-man dungeon? A 3-man? Will the 3-man enforce a tank, healer, DPS composition? And so on. 3) The specific playstyle of the role usually does not become evident before the endgame. It can mean a player might level a character just to find he does not like its play style. 4) Often solo content is better-tuned for one of the roles, leaving players of the other roles with a subpar experience. 5) Multiple roles usually mean specific gear for each role; with random drops, this means plenty of wasted gear, a thing that some players find highly irksome.
"What I would like to see is either: 1) the fixed roles continuing but with characters able to switch roles outside of combat (really liked RIFT's -- where each character can keep up to four 'specs' with different roles and each class can realistically fill most, if not all, roles -- and Guild Wars 2, which is promising all classes being able to fulfill all needed roles and respecs for free outside of combat); or 2) classes with more similar capabilities, and the differentiation being made by encounter-specific tasks.
"A third way is what SWTOR seems to do: Companions are able to partially fulfill any role. So if the group lacks a healer, just have everyone bring out the healing companion; if it lacks a tank, bring a pair of tank companions."
Tune in next week for another edition of Global Chat!
Reader Comments (7)
Posted: Mar 20th 2011 11:56AM Gildas said
I'm not sure I completely agree with that last comment about the trinity. Jondifool is saying that the solution to the problems of the trinity would be to make the barriers more flexible, allowing players to switch roles or play with similar capabilities.
I think the real problem is that the game is not designed for the progression of each individual role; it is designed to reward experience through *defeating* opponents in battle, a goal that none of the roles are designed to be independently proficient at.
A healer is not given exp for being a good healer, a dps player is not given exp for being a good dps player, and a tank isn't given exp for being a good tank. I think that when MMOs switch to more skill-based combat, there will be a place for players to progress based on being proficient at what they do.
As far as the point of having multiple players of the same class in the same party, I think that really depends on the depth of the combat and the variations within the classes and roles. Many MMOs already have the concept of "builds" for stats and skills, but I wouldn't be surprised if this progressed further to specialization within a battle, maybe through "modes" of combat and skills. It really depends on the game design itself, the trinity is just a foundation.
I think the real problem is that the game is not designed for the progression of each individual role; it is designed to reward experience through *defeating* opponents in battle, a goal that none of the roles are designed to be independently proficient at.
A healer is not given exp for being a good healer, a dps player is not given exp for being a good dps player, and a tank isn't given exp for being a good tank. I think that when MMOs switch to more skill-based combat, there will be a place for players to progress based on being proficient at what they do.
As far as the point of having multiple players of the same class in the same party, I think that really depends on the depth of the combat and the variations within the classes and roles. Many MMOs already have the concept of "builds" for stats and skills, but I wouldn't be surprised if this progressed further to specialization within a battle, maybe through "modes" of combat and skills. It really depends on the game design itself, the trinity is just a foundation.
Posted: Mar 20th 2011 1:51PM Gildas said
@Decanus Not sure, I haven't played swg. What I'm getting at is that each class and each role in the game should be able to progress by being playing that role well. Currently a healer gets experience by being in a party with players that make the kills, and the whole party gets experience for those kills. The way Jondifool is looking at it is that a healer should have the ability to dabble in other roles so that he or she could also make kills for experience. What I'm saying is that we need more ways to get experience, not more ways for everyone to do the same thing. The healer should be able to get experience by being a good healer, not by copying other roles.
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Posted: Mar 20th 2011 2:36PM Kaoy said
@Gildas That would in fact be skill-based character-progression. Healing spells might, for example, fall under the White Magic school, so anytime you heal, you would gain experience in white magic, making you a more proficient healer. In other words, if you want to be a healer, you have to progress by healing.
That's the sort of progression a lot of games had back in the day. You still see it in a few games, and many games have it for crafting(armour smithing gets better when you craft an armour, ect.).
The positive of this progression is exactly what you said: It allows for progression based on the player play style as opposed to a predefined goal. The negative is that it can require a lot more grinding for some play styles than others. For instance, in a good party, the healer would be working up their White Magic skill at a rate much lower than what the DPS would be gaining in their choice of weapon proficiencies. Like wise, no blacksmith could possibly make a profit off of every item they make unless they make on demand, and if they make on demand, they can't possibly make enough items to gain enough skill to make better armours.
And if you are talking about bonus XP for things like healing, thats another can of worms. Do they get the same base XP as the rest of the party? Do you make them play 'on commision', where they get less XP than the other members because they did less damage, but hopefully made up for it by healing? What would you do for tanks then? Low DPS, and the only thing helpful they do is get hit. If you start giving them XP for that, you just fall in the same Negative as skill based progression, but with out the benefit of the depth and customization such a system can offer.
Ultimately, blending Class based characters with role based XP isn't a good idea, since it would open to many cans of worms, and leave no one(save the DPS, who would say they don't see the problem) happy. That leads to less people being tanks and healers, and then to less players as its harder to find a good party, which would enforce a 'niche hardcore' stereotype on the game, which would lead to fewer players joining, which would lead to a constantly dwindling population.
Game developers are smart about what they do. They know these risks, so they tend to op to avoid them by sticking to either a Class or Skill based system. I agree there is probably a little more wiggle room than we normally see, but wiggling is something of an unsafe bet when you are betting millions, tens-of-millions, or even hundreds-of-millions of dollars on any given change you feel like adopting.
Reply
That's the sort of progression a lot of games had back in the day. You still see it in a few games, and many games have it for crafting(armour smithing gets better when you craft an armour, ect.).
The positive of this progression is exactly what you said: It allows for progression based on the player play style as opposed to a predefined goal. The negative is that it can require a lot more grinding for some play styles than others. For instance, in a good party, the healer would be working up their White Magic skill at a rate much lower than what the DPS would be gaining in their choice of weapon proficiencies. Like wise, no blacksmith could possibly make a profit off of every item they make unless they make on demand, and if they make on demand, they can't possibly make enough items to gain enough skill to make better armours.
And if you are talking about bonus XP for things like healing, thats another can of worms. Do they get the same base XP as the rest of the party? Do you make them play 'on commision', where they get less XP than the other members because they did less damage, but hopefully made up for it by healing? What would you do for tanks then? Low DPS, and the only thing helpful they do is get hit. If you start giving them XP for that, you just fall in the same Negative as skill based progression, but with out the benefit of the depth and customization such a system can offer.
Ultimately, blending Class based characters with role based XP isn't a good idea, since it would open to many cans of worms, and leave no one(save the DPS, who would say they don't see the problem) happy. That leads to less people being tanks and healers, and then to less players as its harder to find a good party, which would enforce a 'niche hardcore' stereotype on the game, which would lead to fewer players joining, which would lead to a constantly dwindling population.
Game developers are smart about what they do. They know these risks, so they tend to op to avoid them by sticking to either a Class or Skill based system. I agree there is probably a little more wiggle room than we normally see, but wiggling is something of an unsafe bet when you are betting millions, tens-of-millions, or even hundreds-of-millions of dollars on any given change you feel like adopting.
Posted: Mar 20th 2011 3:22PM Rialle said
@Kaoy
Perhaps the better solution is to merge the two types of progression in the following manner:
- When you roll a new character in the game, you do not choose a class. Instead you choose a primary stat and a secondary stat for your character.
- Each stat/skill has it's own XP bar to level up. However, whenever you do things that reward XP it is split 80/20 between your primary and secondary stat. (Regardless of what you did).
- In order to prevent someone from having fully maxed stats active at all times, you are only able to benefit from a limited portion of the stats which are not your primary or secondary. You don't lose the levels you've worked into a stat, but the full benefits of them aren't realized if they're not primary or secondary. This prevents you from having an uber character that is good at all things at one time.
- The game could have different "synergy" skills accessible depending on what your primary and secondary skills are. STA + STR would give you large threat moves for tanking. WIS + INT would give you several healing skills. Typically unconventional combos like DEX + INT could be used for skills that are reminiscent of the "Arcane Archer" from 3rd. Edition D&D.
Reply
Perhaps the better solution is to merge the two types of progression in the following manner:
- When you roll a new character in the game, you do not choose a class. Instead you choose a primary stat and a secondary stat for your character.
- Each stat/skill has it's own XP bar to level up. However, whenever you do things that reward XP it is split 80/20 between your primary and secondary stat. (Regardless of what you did).
- In order to prevent someone from having fully maxed stats active at all times, you are only able to benefit from a limited portion of the stats which are not your primary or secondary. You don't lose the levels you've worked into a stat, but the full benefits of them aren't realized if they're not primary or secondary. This prevents you from having an uber character that is good at all things at one time.
- The game could have different "synergy" skills accessible depending on what your primary and secondary skills are. STA + STR would give you large threat moves for tanking. WIS + INT would give you several healing skills. Typically unconventional combos like DEX + INT could be used for skills that are reminiscent of the "Arcane Archer" from 3rd. Edition D&D.
Posted: Mar 20th 2011 5:16PM Gildas said
I see what you're saying but I did not mean a progression where you do not formally declare a class. As far as whether it would work or not, I think that depends on the gameplay itself.
If we are talking skill based gameplay that requires thorough knowledge of the game systems, ability to execute skills within the systems, aiming, dodging, etc (not click+123), then I think each class can have a fair balance of exp depending on how difficult it is to actually do things. If the game didn't have you killing respawning monsters constantly, and if its pacing were more in line with something like Shadow of the Colossus, where you fight a major battle periodically without lots of easy filler fighting and grinding for exp, then I think it would be reasonable to balance everyones contribution.
If the gameplay were not this way or if it were not based on actual player ability, then it would be unfair. Gameplay would simply require the dps to click something and autoattack to level quickly and the healer would be stuck waiting for a few rare healing opportunities. If accomplishing a skill itself require player knowledge and ability then I think this system could have a strong case for any class.
As far as the traditional rpg aspect of it, I don't know if I am really fond of the open skill system, and it wasn't really what I was getting at. Having any amount of cross-over between roles can make balance extremely difficult and it can also cheapen the roles. I personally think that the individuality of the roles should be emphasized. It's still possible to have different approaches to a role without making it a different role.
Reply
If we are talking skill based gameplay that requires thorough knowledge of the game systems, ability to execute skills within the systems, aiming, dodging, etc (not click+123), then I think each class can have a fair balance of exp depending on how difficult it is to actually do things. If the game didn't have you killing respawning monsters constantly, and if its pacing were more in line with something like Shadow of the Colossus, where you fight a major battle periodically without lots of easy filler fighting and grinding for exp, then I think it would be reasonable to balance everyones contribution.
If the gameplay were not this way or if it were not based on actual player ability, then it would be unfair. Gameplay would simply require the dps to click something and autoattack to level quickly and the healer would be stuck waiting for a few rare healing opportunities. If accomplishing a skill itself require player knowledge and ability then I think this system could have a strong case for any class.
As far as the traditional rpg aspect of it, I don't know if I am really fond of the open skill system, and it wasn't really what I was getting at. Having any amount of cross-over between roles can make balance extremely difficult and it can also cheapen the roles. I personally think that the individuality of the roles should be emphasized. It's still possible to have different approaches to a role without making it a different role.
Posted: Mar 20th 2011 2:41PM Elikal said
I almost spilled by coffee. Whoever the heck is pictured there looks like a clone of my brother. :O
Spooky.
Spooky.







