Ten Ways to Fix MMOs
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2) Ditch classes and levels
This one is a part of a multi-tier rejection of the Dungeons & Dragons mechanic, which somehow has become the gold standard in MMOs. But just pause for a moment and reflect on how ludicrous it is to just stand there taking turns whacking a mob until one of you fall over. It's not like all MMOs need to be like the Battle of the Somme...
So the first step is to ditch classes. You don't need to ditch roles, just classes. You also don't need to ditch character specialisation, just classes.
Classes were a convenient way of describing a role in early wargames and role playing games. In Gary Gygax's original Chainmail you'd have light foot or heavy foot, which were useful abstractions for distinguishing between a javelin and shield skirmisher and a mailed man at arms. But by having classes like tank, ranged DPS, melee DPS just railroads players into a very narrow path of gameplay. Not all MMOs do this, but most do.
So, allow players to develop a character along mulitple lines. This could be a skills based mechanic, or a customisable power mechanic. And you needn't lock them in to just one skill set at any one time. Or force them through hoops to respec their abilities. As you can see, there are already MMOs breaking free of the classes thing, but too many perpetuate it (AoC, WAR, I'm looking at you).
And don't make the game so hard that players need to overspecialise and play their role flawlessly if they're to survive. Sure, have a hardcore mode for those who want the challenge, but don't necessititate it.
Finally, don't make items more important than skills. Certainly items should be important - but more for the extra abilities or specialisations they lend rather than the core stats. Or don't have items at all. City of Heroes doesn't, and you don't hear anyone complaining.