Class Systems Suck, Skill Systems Swallow

Ubiq of Zen of Design sparked the most recent debate about class systems vs. skill systems while I was in Germany. He argues that class systems are better than skill systems for a number of reasons, and I agree with most of them. Lum the Mad also nodded his head in agreement to Ubiq, followed a short while later by my main man Moorgard, who is also a fan of classes for the most part.

I am still one of the few MMO developers who is convinced that skill-based games are better. Read up on most of my opinions in an article I wrote a few months back called Artificial Restrictions: Classes. What it comes down to is that I don’t like being restricted to defining a class for my character. I prefer for the actions of my character to dictate what my character is best at, and don’t feel any developer is capable of determining that for me (as a player).

I’m one of those players that has altitis–I continually reroll characters because I’m never quite happy with one, and it ends up taking me ages to get maxed out. I have a theory: Players with altitis need skill-based games. They are the fans of choices and enemies of conformity who just can’t handle being restricted to one class.

I must point out (before I get steamrolled by people who know the difficulties of making skill-based games) that I wouldn’t create a skill-based system quite in the traditional sense. No Morrowind or Oblivion because, as Ubiq pointed out, those are the most unbalanced skill systems of all time (which is probably a good reason why they’ve never made an MMO out of Elder Scrolls, because you’d lose that unique flavor that IS Elder Scrolls).

Instead, I would make a skill-based system that has built-in checks and balances. Mechanical ways that make it so you don’t want to make a tank-mage, because you’re going to be limiting your character in both departments by doing so. Methods to determine what “class” a character is by its stat and skill make-up similar to UO, just a bit more telling and less user-exploitable.

I have some tricks up my sleeve that I think are different enough from the norm that I shouldn’t post them here, so I won’t. Every game design is worth a dime, but methods to solve age-old problems are worth a million. If you fire me an email and I trust you implicitly, I may discuss some of the ways I feel a skill-based game can exist without being harder to balance than a class-based game (easier to balance than a class-based game, in my opinion). Anyway, read up on the following posts if you’re interested in the topic:

Form your own opinion about class vs. skill systems, and see if you can come up with some solutions of your own about how to either a) make skill-based systems less horrible to balance or b) make class-based systems give the player more control. Those are the two worst aspects of each, in my opinion.

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