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Reader Comments (43)

Posted: Dec 12th 2011 10:14PM Yukon Sam said

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We went through years of tabletop RPG development to evolve from D&D style level systems to the more sophisticated skill-based systems of The Hero System and GURPS (and then beyond that to even more esoteric systems).

And then the MMOs rolled in, and while it looked like UO was off to a strong start in skill-based systems, Everquest took a huge leap backwards to the more primitive system.

Now we're still waiting for most MMOs to catch up to where non-computer RPGs were twenty or thirty years ago.

*sigh*

Posted: Dec 13th 2011 12:54AM Chiren said

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Level based.

Because "skill" is an intangible.

If "skill" is built into the design of a game all that means is:

1) The player has more of the ability to create a "broken" character build. Kind of like putting all of your amazon points into Magic Arrow.

2) The smart players will figure out what their rotation should be, and the less smart will just need someone to tell them what their rotation should be.

3) You just need to memorize whatever strange square dance you need to do for a boss encounter, or at least be able to hear someone else's immersion-shattering squeaky voice over your speakers.

Posted: Dec 13th 2011 10:26AM cray said

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I personally would have liked it if ArenaNet did away the leveling and wish they just made skills improve by use/practice. The more you swung a sword skill the stronger it got, until it reached it's peak. The more you cast a specific spell, the stronger it got until it reached it's peak power. Health can increase by taking less damage, The longer you stay above 75% health, the more your total health capacity increases, until it reaches it's peak. The more diverse your combat is, the greater chance for critical hits. These are all things that can be implemented without ever having to show numbers, which in turn makes the game more immersible.

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